renderer_scene_render_rd.cpp 330 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/rendering_server_default.h"
  35. uint64_t RendererSceneRenderRD::auto_exposure_counter = 2;
  36. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  37. const float golden_angle = 2.4;
  38. for (int i = 0; i < p_sample_count; i++) {
  39. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  40. float theta = float(i) * golden_angle;
  41. r_kernel[i * 4] = Math::cos(theta) * r;
  42. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  43. }
  44. }
  45. void RendererSceneRenderRD::_clear_reflection_data(ReflectionData &rd) {
  46. rd.layers.clear();
  47. rd.radiance_base_cubemap = RID();
  48. if (rd.downsampled_radiance_cubemap.is_valid()) {
  49. RD::get_singleton()->free(rd.downsampled_radiance_cubemap);
  50. }
  51. rd.downsampled_radiance_cubemap = RID();
  52. rd.downsampled_layer.mipmaps.clear();
  53. rd.coefficient_buffer = RID();
  54. }
  55. void RendererSceneRenderRD::_update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality) {
  56. //recreate radiance and all data
  57. int mipmaps = p_mipmaps;
  58. uint32_t w = p_size, h = p_size;
  59. if (p_use_array) {
  60. int layers = p_low_quality ? 8 : roughness_layers;
  61. for (int i = 0; i < layers; i++) {
  62. ReflectionData::Layer layer;
  63. uint32_t mmw = w;
  64. uint32_t mmh = h;
  65. layer.mipmaps.resize(mipmaps);
  66. layer.views.resize(mipmaps);
  67. for (int j = 0; j < mipmaps; j++) {
  68. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  69. mm.size.width = mmw;
  70. mm.size.height = mmh;
  71. for (int k = 0; k < 6; k++) {
  72. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
  73. Vector<RID> fbtex;
  74. fbtex.push_back(mm.views[k]);
  75. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  76. }
  77. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
  78. mmw = MAX(1, mmw >> 1);
  79. mmh = MAX(1, mmh >> 1);
  80. }
  81. rd.layers.push_back(layer);
  82. }
  83. } else {
  84. mipmaps = p_low_quality ? 8 : mipmaps;
  85. //regular cubemap, lower quality (aliasing, less memory)
  86. ReflectionData::Layer layer;
  87. uint32_t mmw = w;
  88. uint32_t mmh = h;
  89. layer.mipmaps.resize(mipmaps);
  90. layer.views.resize(mipmaps);
  91. for (int j = 0; j < mipmaps; j++) {
  92. ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
  93. mm.size.width = mmw;
  94. mm.size.height = mmh;
  95. for (int k = 0; k < 6; k++) {
  96. mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
  97. Vector<RID> fbtex;
  98. fbtex.push_back(mm.views[k]);
  99. mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
  100. }
  101. layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
  102. mmw = MAX(1, mmw >> 1);
  103. mmh = MAX(1, mmh >> 1);
  104. }
  105. rd.layers.push_back(layer);
  106. }
  107. rd.radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
  108. RD::TextureFormat tf;
  109. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  110. tf.width = 64; // Always 64x64
  111. tf.height = 64;
  112. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  113. tf.array_layers = 6;
  114. tf.mipmaps = 7;
  115. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  116. rd.downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  117. {
  118. uint32_t mmw = 64;
  119. uint32_t mmh = 64;
  120. rd.downsampled_layer.mipmaps.resize(7);
  121. for (int j = 0; j < rd.downsampled_layer.mipmaps.size(); j++) {
  122. ReflectionData::DownsampleLayer::Mipmap &mm = rd.downsampled_layer.mipmaps.write[j];
  123. mm.size.width = mmw;
  124. mm.size.height = mmh;
  125. mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rd.downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
  126. mmw = MAX(1, mmw >> 1);
  127. mmh = MAX(1, mmh >> 1);
  128. }
  129. }
  130. }
  131. void RendererSceneRenderRD::_create_reflection_fast_filter(ReflectionData &rd, bool p_use_arrays) {
  132. storage->get_effects()->cubemap_downsample(rd.radiance_base_cubemap, rd.downsampled_layer.mipmaps[0].view, rd.downsampled_layer.mipmaps[0].size);
  133. for (int i = 1; i < rd.downsampled_layer.mipmaps.size(); i++) {
  134. storage->get_effects()->cubemap_downsample(rd.downsampled_layer.mipmaps[i - 1].view, rd.downsampled_layer.mipmaps[i].view, rd.downsampled_layer.mipmaps[i].size);
  135. }
  136. Vector<RID> views;
  137. if (p_use_arrays) {
  138. for (int i = 1; i < rd.layers.size(); i++) {
  139. views.push_back(rd.layers[i].views[0]);
  140. }
  141. } else {
  142. for (int i = 1; i < rd.layers[0].views.size(); i++) {
  143. views.push_back(rd.layers[0].views[i]);
  144. }
  145. }
  146. storage->get_effects()->cubemap_filter(rd.downsampled_radiance_cubemap, views, p_use_arrays);
  147. }
  148. void RendererSceneRenderRD::_create_reflection_importance_sample(ReflectionData &rd, bool p_use_arrays, int p_cube_side, int p_base_layer) {
  149. if (p_use_arrays) {
  150. //render directly to the layers
  151. storage->get_effects()->cubemap_roughness(rd.radiance_base_cubemap, rd.layers[p_base_layer].views[0], p_cube_side, sky_ggx_samples_quality, float(p_base_layer) / (rd.layers.size() - 1.0), rd.layers[p_base_layer].mipmaps[0].size.x);
  152. } else {
  153. storage->get_effects()->cubemap_roughness(rd.layers[0].views[p_base_layer - 1], rd.layers[0].views[p_base_layer], p_cube_side, sky_ggx_samples_quality, float(p_base_layer) / (rd.layers[0].mipmaps.size() - 1.0), rd.layers[0].mipmaps[p_base_layer].size.x);
  154. }
  155. }
  156. void RendererSceneRenderRD::_update_reflection_mipmaps(ReflectionData &rd, int p_start, int p_end) {
  157. for (int i = p_start; i < p_end; i++) {
  158. for (int j = 0; j < rd.layers[i].views.size() - 1; j++) {
  159. RID view = rd.layers[i].views[j];
  160. RID texture = rd.layers[i].views[j + 1];
  161. Size2i size = rd.layers[i].mipmaps[j + 1].size;
  162. storage->get_effects()->cubemap_downsample(view, texture, size);
  163. }
  164. }
  165. }
  166. void RendererSceneRenderRD::_sdfgi_erase(RenderBuffers *rb) {
  167. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  168. const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  169. RD::get_singleton()->free(c.light_data);
  170. RD::get_singleton()->free(c.light_aniso_0_tex);
  171. RD::get_singleton()->free(c.light_aniso_1_tex);
  172. RD::get_singleton()->free(c.sdf_tex);
  173. RD::get_singleton()->free(c.solid_cell_dispatch_buffer);
  174. RD::get_singleton()->free(c.solid_cell_buffer);
  175. RD::get_singleton()->free(c.lightprobe_history_tex);
  176. RD::get_singleton()->free(c.lightprobe_average_tex);
  177. RD::get_singleton()->free(c.lights_buffer);
  178. }
  179. RD::get_singleton()->free(rb->sdfgi->render_albedo);
  180. RD::get_singleton()->free(rb->sdfgi->render_emission);
  181. RD::get_singleton()->free(rb->sdfgi->render_emission_aniso);
  182. RD::get_singleton()->free(rb->sdfgi->render_sdf[0]);
  183. RD::get_singleton()->free(rb->sdfgi->render_sdf[1]);
  184. RD::get_singleton()->free(rb->sdfgi->render_sdf_half[0]);
  185. RD::get_singleton()->free(rb->sdfgi->render_sdf_half[1]);
  186. for (int i = 0; i < 8; i++) {
  187. RD::get_singleton()->free(rb->sdfgi->render_occlusion[i]);
  188. }
  189. RD::get_singleton()->free(rb->sdfgi->render_geom_facing);
  190. RD::get_singleton()->free(rb->sdfgi->lightprobe_data);
  191. RD::get_singleton()->free(rb->sdfgi->lightprobe_history_scroll);
  192. RD::get_singleton()->free(rb->sdfgi->occlusion_data);
  193. RD::get_singleton()->free(rb->sdfgi->ambient_texture);
  194. RD::get_singleton()->free(rb->sdfgi->cascades_ubo);
  195. memdelete(rb->sdfgi);
  196. rb->sdfgi = nullptr;
  197. }
  198. const Vector3i RendererSceneRenderRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
  199. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  200. Environment *env = environment_owner.getornull(p_environment);
  201. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  202. bool needs_sdfgi = env && env->sdfgi_enabled;
  203. if (!needs_sdfgi) {
  204. if (rb->sdfgi != nullptr) {
  205. //erase it
  206. _sdfgi_erase(rb);
  207. _render_buffers_uniform_set_changed(p_render_buffers);
  208. }
  209. return;
  210. }
  211. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  212. uint32_t requested_history_size = history_frames_to_converge[sdfgi_frames_to_converge];
  213. if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  214. //configuration changed, erase
  215. _sdfgi_erase(rb);
  216. }
  217. SDFGI *sdfgi = rb->sdfgi;
  218. if (sdfgi == nullptr) {
  219. //re-create
  220. rb->sdfgi = memnew(SDFGI);
  221. sdfgi = rb->sdfgi;
  222. sdfgi->cascade_mode = env->sdfgi_cascades;
  223. sdfgi->min_cell_size = env->sdfgi_min_cell_size;
  224. sdfgi->uses_occlusion = env->sdfgi_use_occlusion;
  225. sdfgi->y_scale_mode = env->sdfgi_y_scale;
  226. static const float y_scale[3] = { 1.0, 1.5, 2.0 };
  227. sdfgi->y_mult = y_scale[sdfgi->y_scale_mode];
  228. static const int cascasde_size[3] = { 4, 6, 8 };
  229. sdfgi->cascades.resize(cascasde_size[sdfgi->cascade_mode]);
  230. sdfgi->probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
  231. sdfgi->solid_cell_ratio = sdfgi_solid_cell_ratio;
  232. sdfgi->solid_cell_count = uint32_t(float(sdfgi->cascade_size * sdfgi->cascade_size * sdfgi->cascade_size) * sdfgi->solid_cell_ratio);
  233. float base_cell_size = sdfgi->min_cell_size;
  234. RD::TextureFormat tf_sdf;
  235. tf_sdf.format = RD::DATA_FORMAT_R8_UNORM;
  236. tf_sdf.width = sdfgi->cascade_size; // Always 64x64
  237. tf_sdf.height = sdfgi->cascade_size;
  238. tf_sdf.depth = sdfgi->cascade_size;
  239. tf_sdf.texture_type = RD::TEXTURE_TYPE_3D;
  240. tf_sdf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  241. {
  242. RD::TextureFormat tf_render = tf_sdf;
  243. tf_render.format = RD::DATA_FORMAT_R16_UINT;
  244. sdfgi->render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  245. tf_render.format = RD::DATA_FORMAT_R32_UINT;
  246. sdfgi->render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  247. sdfgi->render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  248. tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
  249. for (int i = 0; i < 8; i++) {
  250. sdfgi->render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  251. }
  252. tf_render.format = RD::DATA_FORMAT_R32_UINT;
  253. sdfgi->render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  254. tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
  255. sdfgi->render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  256. sdfgi->render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  257. tf_render.width /= 2;
  258. tf_render.height /= 2;
  259. tf_render.depth /= 2;
  260. sdfgi->render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  261. sdfgi->render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  262. }
  263. RD::TextureFormat tf_occlusion = tf_sdf;
  264. tf_occlusion.format = RD::DATA_FORMAT_R16_UINT;
  265. tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
  266. tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
  267. tf_occlusion.depth *= sdfgi->cascades.size(); //use depth for occlusion slices
  268. tf_occlusion.width *= 2; //use width for the other half
  269. RD::TextureFormat tf_light = tf_sdf;
  270. tf_light.format = RD::DATA_FORMAT_R32_UINT;
  271. tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
  272. tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
  273. RD::TextureFormat tf_aniso0 = tf_sdf;
  274. tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  275. RD::TextureFormat tf_aniso1 = tf_sdf;
  276. tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM;
  277. int passes = nearest_shift(sdfgi->cascade_size) - 1;
  278. //store lightprobe SH
  279. RD::TextureFormat tf_probes;
  280. tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  281. tf_probes.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
  282. tf_probes.height = sdfgi->probe_axis_count * SDFGI::SH_SIZE;
  283. tf_probes.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  284. tf_probes.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  285. sdfgi->history_size = requested_history_size;
  286. RD::TextureFormat tf_probe_history = tf_probes;
  287. tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed
  288. tf_probe_history.array_layers = sdfgi->history_size;
  289. RD::TextureFormat tf_probe_average = tf_probes;
  290. tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
  291. tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
  292. sdfgi->lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
  293. sdfgi->lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
  294. {
  295. //octahedral lightprobes
  296. RD::TextureFormat tf_octprobes = tf_probes;
  297. tf_octprobes.array_layers = sdfgi->cascades.size() * 2;
  298. tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE
  299. tf_octprobes.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
  300. tf_octprobes.height = sdfgi->probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
  301. tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
  302. tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
  303. //lightprobe texture is an octahedral texture
  304. sdfgi->lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
  305. RD::TextureView tv;
  306. tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
  307. sdfgi->lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->lightprobe_data);
  308. //texture handling ambient data, to integrate with volumetric foc
  309. RD::TextureFormat tf_ambient = tf_probes;
  310. tf_ambient.array_layers = sdfgi->cascades.size();
  311. tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
  312. tf_ambient.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
  313. tf_ambient.height = sdfgi->probe_axis_count;
  314. tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  315. //lightprobe texture is an octahedral texture
  316. sdfgi->ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
  317. }
  318. sdfgi->cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
  319. sdfgi->occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
  320. {
  321. RD::TextureView tv;
  322. tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
  323. sdfgi->occlusion_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->occlusion_data);
  324. }
  325. for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
  326. SDFGI::Cascade &cascade = sdfgi->cascades[i];
  327. /* 3D Textures */
  328. cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
  329. cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
  330. cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
  331. cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
  332. {
  333. RD::TextureView tv;
  334. tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
  335. cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
  336. RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  337. RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  338. RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  339. }
  340. cascade.cell_size = base_cell_size;
  341. Vector3 world_position = p_world_position;
  342. world_position.y *= sdfgi->y_mult;
  343. int32_t probe_cells = sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
  344. Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells;
  345. Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor());
  346. cascade.position = probe_pos * probe_cells;
  347. cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
  348. base_cell_size *= 2.0;
  349. /* Probe History */
  350. cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
  351. RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
  352. cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
  353. RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
  354. /* Buffers */
  355. cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * sdfgi->solid_cell_count);
  356. cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT);
  357. cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS));
  358. {
  359. Vector<RD::Uniform> uniforms;
  360. {
  361. RD::Uniform u;
  362. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  363. u.binding = 1;
  364. u.ids.push_back(sdfgi->render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
  365. uniforms.push_back(u);
  366. }
  367. {
  368. RD::Uniform u;
  369. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  370. u.binding = 2;
  371. u.ids.push_back(sdfgi->render_albedo);
  372. uniforms.push_back(u);
  373. }
  374. {
  375. RD::Uniform u;
  376. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  377. u.binding = 3;
  378. for (int j = 0; j < 8; j++) {
  379. u.ids.push_back(sdfgi->render_occlusion[j]);
  380. }
  381. uniforms.push_back(u);
  382. }
  383. {
  384. RD::Uniform u;
  385. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  386. u.binding = 4;
  387. u.ids.push_back(sdfgi->render_emission);
  388. uniforms.push_back(u);
  389. }
  390. {
  391. RD::Uniform u;
  392. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  393. u.binding = 5;
  394. u.ids.push_back(sdfgi->render_emission_aniso);
  395. uniforms.push_back(u);
  396. }
  397. {
  398. RD::Uniform u;
  399. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  400. u.binding = 6;
  401. u.ids.push_back(sdfgi->render_geom_facing);
  402. uniforms.push_back(u);
  403. }
  404. {
  405. RD::Uniform u;
  406. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  407. u.binding = 7;
  408. u.ids.push_back(cascade.sdf_tex);
  409. uniforms.push_back(u);
  410. }
  411. {
  412. RD::Uniform u;
  413. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  414. u.binding = 8;
  415. u.ids.push_back(sdfgi->occlusion_data);
  416. uniforms.push_back(u);
  417. }
  418. {
  419. RD::Uniform u;
  420. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  421. u.binding = 10;
  422. u.ids.push_back(cascade.solid_cell_dispatch_buffer);
  423. uniforms.push_back(u);
  424. }
  425. {
  426. RD::Uniform u;
  427. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  428. u.binding = 11;
  429. u.ids.push_back(cascade.solid_cell_buffer);
  430. uniforms.push_back(u);
  431. }
  432. cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_STORE), 0);
  433. }
  434. {
  435. Vector<RD::Uniform> uniforms;
  436. {
  437. RD::Uniform u;
  438. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  439. u.binding = 1;
  440. u.ids.push_back(sdfgi->render_albedo);
  441. uniforms.push_back(u);
  442. }
  443. {
  444. RD::Uniform u;
  445. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  446. u.binding = 2;
  447. u.ids.push_back(sdfgi->render_geom_facing);
  448. uniforms.push_back(u);
  449. }
  450. {
  451. RD::Uniform u;
  452. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  453. u.binding = 3;
  454. u.ids.push_back(sdfgi->render_emission);
  455. uniforms.push_back(u);
  456. }
  457. {
  458. RD::Uniform u;
  459. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  460. u.binding = 4;
  461. u.ids.push_back(sdfgi->render_emission_aniso);
  462. uniforms.push_back(u);
  463. }
  464. {
  465. RD::Uniform u;
  466. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  467. u.binding = 5;
  468. u.ids.push_back(cascade.solid_cell_dispatch_buffer);
  469. uniforms.push_back(u);
  470. }
  471. {
  472. RD::Uniform u;
  473. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  474. u.binding = 6;
  475. u.ids.push_back(cascade.solid_cell_buffer);
  476. uniforms.push_back(u);
  477. }
  478. cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL), 0);
  479. }
  480. {
  481. Vector<RD::Uniform> uniforms;
  482. {
  483. RD::Uniform u;
  484. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  485. u.binding = 1;
  486. for (int j = 0; j < 8; j++) {
  487. u.ids.push_back(sdfgi->render_occlusion[j]);
  488. }
  489. uniforms.push_back(u);
  490. }
  491. {
  492. RD::Uniform u;
  493. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  494. u.binding = 2;
  495. u.ids.push_back(sdfgi->occlusion_data);
  496. uniforms.push_back(u);
  497. }
  498. cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0);
  499. }
  500. }
  501. //direct light
  502. for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
  503. SDFGI::Cascade &cascade = sdfgi->cascades[i];
  504. Vector<RD::Uniform> uniforms;
  505. {
  506. RD::Uniform u;
  507. u.binding = 1;
  508. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  509. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  510. if (j < rb->sdfgi->cascades.size()) {
  511. u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
  512. } else {
  513. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  514. }
  515. }
  516. uniforms.push_back(u);
  517. }
  518. {
  519. RD::Uniform u;
  520. u.binding = 2;
  521. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  522. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  523. uniforms.push_back(u);
  524. }
  525. {
  526. RD::Uniform u;
  527. u.binding = 3;
  528. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  529. u.ids.push_back(cascade.solid_cell_dispatch_buffer);
  530. uniforms.push_back(u);
  531. }
  532. {
  533. RD::Uniform u;
  534. u.binding = 4;
  535. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  536. u.ids.push_back(cascade.solid_cell_buffer);
  537. uniforms.push_back(u);
  538. }
  539. {
  540. RD::Uniform u;
  541. u.binding = 5;
  542. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  543. u.ids.push_back(cascade.light_data);
  544. uniforms.push_back(u);
  545. }
  546. {
  547. RD::Uniform u;
  548. u.binding = 6;
  549. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  550. u.ids.push_back(cascade.light_aniso_0_tex);
  551. uniforms.push_back(u);
  552. }
  553. {
  554. RD::Uniform u;
  555. u.binding = 7;
  556. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  557. u.ids.push_back(cascade.light_aniso_1_tex);
  558. uniforms.push_back(u);
  559. }
  560. {
  561. RD::Uniform u;
  562. u.binding = 8;
  563. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  564. u.ids.push_back(rb->sdfgi->cascades_ubo);
  565. uniforms.push_back(u);
  566. }
  567. {
  568. RD::Uniform u;
  569. u.binding = 9;
  570. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  571. u.ids.push_back(cascade.lights_buffer);
  572. uniforms.push_back(u);
  573. }
  574. {
  575. RD::Uniform u;
  576. u.binding = 10;
  577. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  578. u.ids.push_back(rb->sdfgi->lightprobe_texture);
  579. uniforms.push_back(u);
  580. }
  581. cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, 0), 0);
  582. }
  583. //preprocess initialize uniform set
  584. {
  585. Vector<RD::Uniform> uniforms;
  586. {
  587. RD::Uniform u;
  588. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  589. u.binding = 1;
  590. u.ids.push_back(sdfgi->render_albedo);
  591. uniforms.push_back(u);
  592. }
  593. {
  594. RD::Uniform u;
  595. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  596. u.binding = 2;
  597. u.ids.push_back(sdfgi->render_sdf[0]);
  598. uniforms.push_back(u);
  599. }
  600. sdfgi->sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0);
  601. }
  602. {
  603. Vector<RD::Uniform> uniforms;
  604. {
  605. RD::Uniform u;
  606. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  607. u.binding = 1;
  608. u.ids.push_back(sdfgi->render_albedo);
  609. uniforms.push_back(u);
  610. }
  611. {
  612. RD::Uniform u;
  613. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  614. u.binding = 2;
  615. u.ids.push_back(sdfgi->render_sdf_half[0]);
  616. uniforms.push_back(u);
  617. }
  618. sdfgi->sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0);
  619. }
  620. //jump flood uniform set
  621. {
  622. Vector<RD::Uniform> uniforms;
  623. {
  624. RD::Uniform u;
  625. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  626. u.binding = 1;
  627. u.ids.push_back(sdfgi->render_sdf[0]);
  628. uniforms.push_back(u);
  629. }
  630. {
  631. RD::Uniform u;
  632. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  633. u.binding = 2;
  634. u.ids.push_back(sdfgi->render_sdf[1]);
  635. uniforms.push_back(u);
  636. }
  637. sdfgi->jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
  638. SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
  639. sdfgi->jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
  640. }
  641. //jump flood half uniform set
  642. {
  643. Vector<RD::Uniform> uniforms;
  644. {
  645. RD::Uniform u;
  646. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  647. u.binding = 1;
  648. u.ids.push_back(sdfgi->render_sdf_half[0]);
  649. uniforms.push_back(u);
  650. }
  651. {
  652. RD::Uniform u;
  653. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  654. u.binding = 2;
  655. u.ids.push_back(sdfgi->render_sdf_half[1]);
  656. uniforms.push_back(u);
  657. }
  658. sdfgi->jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
  659. SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
  660. sdfgi->jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
  661. }
  662. //upscale half size sdf
  663. {
  664. Vector<RD::Uniform> uniforms;
  665. {
  666. RD::Uniform u;
  667. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  668. u.binding = 1;
  669. u.ids.push_back(sdfgi->render_albedo);
  670. uniforms.push_back(u);
  671. }
  672. {
  673. RD::Uniform u;
  674. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  675. u.binding = 2;
  676. u.ids.push_back(sdfgi->render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
  677. uniforms.push_back(u);
  678. }
  679. {
  680. RD::Uniform u;
  681. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  682. u.binding = 3;
  683. u.ids.push_back(sdfgi->render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
  684. uniforms.push_back(u);
  685. }
  686. sdfgi->upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1;
  687. sdfgi->sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0);
  688. }
  689. //occlusion uniform set
  690. {
  691. Vector<RD::Uniform> uniforms;
  692. {
  693. RD::Uniform u;
  694. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  695. u.binding = 1;
  696. u.ids.push_back(sdfgi->render_albedo);
  697. uniforms.push_back(u);
  698. }
  699. {
  700. RD::Uniform u;
  701. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  702. u.binding = 2;
  703. for (int i = 0; i < 8; i++) {
  704. u.ids.push_back(sdfgi->render_occlusion[i]);
  705. }
  706. uniforms.push_back(u);
  707. }
  708. {
  709. RD::Uniform u;
  710. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  711. u.binding = 3;
  712. u.ids.push_back(sdfgi->render_geom_facing);
  713. uniforms.push_back(u);
  714. }
  715. sdfgi->occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_OCCLUSION), 0);
  716. }
  717. for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
  718. //integrate uniform
  719. Vector<RD::Uniform> uniforms;
  720. {
  721. RD::Uniform u;
  722. u.binding = 1;
  723. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  724. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  725. if (j < sdfgi->cascades.size()) {
  726. u.ids.push_back(sdfgi->cascades[j].sdf_tex);
  727. } else {
  728. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  729. }
  730. }
  731. uniforms.push_back(u);
  732. }
  733. {
  734. RD::Uniform u;
  735. u.binding = 2;
  736. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  737. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  738. if (j < sdfgi->cascades.size()) {
  739. u.ids.push_back(sdfgi->cascades[j].light_tex);
  740. } else {
  741. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  742. }
  743. }
  744. uniforms.push_back(u);
  745. }
  746. {
  747. RD::Uniform u;
  748. u.binding = 3;
  749. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  750. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  751. if (j < sdfgi->cascades.size()) {
  752. u.ids.push_back(sdfgi->cascades[j].light_aniso_0_tex);
  753. } else {
  754. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  755. }
  756. }
  757. uniforms.push_back(u);
  758. }
  759. {
  760. RD::Uniform u;
  761. u.binding = 4;
  762. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  763. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  764. if (j < sdfgi->cascades.size()) {
  765. u.ids.push_back(sdfgi->cascades[j].light_aniso_1_tex);
  766. } else {
  767. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  768. }
  769. }
  770. uniforms.push_back(u);
  771. }
  772. {
  773. RD::Uniform u;
  774. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  775. u.binding = 6;
  776. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  777. uniforms.push_back(u);
  778. }
  779. {
  780. RD::Uniform u;
  781. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  782. u.binding = 7;
  783. u.ids.push_back(sdfgi->cascades_ubo);
  784. uniforms.push_back(u);
  785. }
  786. {
  787. RD::Uniform u;
  788. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  789. u.binding = 8;
  790. u.ids.push_back(sdfgi->lightprobe_data);
  791. uniforms.push_back(u);
  792. }
  793. {
  794. RD::Uniform u;
  795. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  796. u.binding = 9;
  797. u.ids.push_back(sdfgi->cascades[i].lightprobe_history_tex);
  798. uniforms.push_back(u);
  799. }
  800. {
  801. RD::Uniform u;
  802. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  803. u.binding = 10;
  804. u.ids.push_back(sdfgi->cascades[i].lightprobe_average_tex);
  805. uniforms.push_back(u);
  806. }
  807. {
  808. RD::Uniform u;
  809. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  810. u.binding = 11;
  811. u.ids.push_back(sdfgi->lightprobe_history_scroll);
  812. uniforms.push_back(u);
  813. }
  814. {
  815. RD::Uniform u;
  816. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  817. u.binding = 12;
  818. u.ids.push_back(sdfgi->lightprobe_average_scroll);
  819. uniforms.push_back(u);
  820. }
  821. {
  822. RD::Uniform u;
  823. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  824. u.binding = 13;
  825. RID parent_average;
  826. if (i < sdfgi->cascades.size() - 1) {
  827. parent_average = sdfgi->cascades[i + 1].lightprobe_average_tex;
  828. } else {
  829. parent_average = sdfgi->cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
  830. }
  831. u.ids.push_back(parent_average);
  832. uniforms.push_back(u);
  833. }
  834. {
  835. RD::Uniform u;
  836. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  837. u.binding = 14;
  838. u.ids.push_back(sdfgi->ambient_texture);
  839. uniforms.push_back(u);
  840. }
  841. sdfgi->cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 0);
  842. }
  843. sdfgi->uses_multibounce = env->sdfgi_use_multibounce;
  844. sdfgi->energy = env->sdfgi_energy;
  845. sdfgi->normal_bias = env->sdfgi_normal_bias;
  846. sdfgi->probe_bias = env->sdfgi_probe_bias;
  847. sdfgi->reads_sky = env->sdfgi_read_sky_light;
  848. _render_buffers_uniform_set_changed(p_render_buffers);
  849. return; //done. all levels will need to be rendered which its going to take a bit
  850. }
  851. //check for updates
  852. sdfgi->uses_multibounce = env->sdfgi_use_multibounce;
  853. sdfgi->energy = env->sdfgi_energy;
  854. sdfgi->normal_bias = env->sdfgi_normal_bias;
  855. sdfgi->probe_bias = env->sdfgi_probe_bias;
  856. sdfgi->reads_sky = env->sdfgi_read_sky_light;
  857. int32_t drag_margin = (sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) / 2;
  858. for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
  859. SDFGI::Cascade &cascade = sdfgi->cascades[i];
  860. cascade.dirty_regions = Vector3i();
  861. Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
  862. probe_half_size = Vector3(0, 0, 0);
  863. Vector3 world_position = p_world_position;
  864. world_position.y *= sdfgi->y_mult;
  865. Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size);
  866. for (int j = 0; j < 3; j++) {
  867. if (pos_in_cascade[j] < cascade.position[j]) {
  868. while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) {
  869. cascade.position[j] -= drag_margin * 2;
  870. cascade.dirty_regions[j] += drag_margin * 2;
  871. }
  872. } else if (pos_in_cascade[j] > cascade.position[j]) {
  873. while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) {
  874. cascade.position[j] += drag_margin * 2;
  875. cascade.dirty_regions[j] -= drag_margin * 2;
  876. }
  877. }
  878. if (cascade.dirty_regions[j] == 0) {
  879. continue; // not dirty
  880. } else if (uint32_t(ABS(cascade.dirty_regions[j])) >= sdfgi->cascade_size) {
  881. //moved too much, just redraw everything (make all dirty)
  882. cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
  883. break;
  884. }
  885. }
  886. if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
  887. //see how much the total dirty volume represents from the total volume
  888. uint32_t total_volume = sdfgi->cascade_size * sdfgi->cascade_size * sdfgi->cascade_size;
  889. uint32_t safe_volume = 1;
  890. for (int j = 0; j < 3; j++) {
  891. safe_volume *= sdfgi->cascade_size - ABS(cascade.dirty_regions[j]);
  892. }
  893. uint32_t dirty_volume = total_volume - safe_volume;
  894. if (dirty_volume > (safe_volume / 2)) {
  895. //more than half the volume is dirty, make all dirty so its only rendered once
  896. cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
  897. }
  898. }
  899. }
  900. }
  901. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  902. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  903. ERR_FAIL_COND_V(rb == nullptr, 0);
  904. if (rb->sdfgi == nullptr) {
  905. return 0;
  906. }
  907. int dirty_count = 0;
  908. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  909. const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  910. if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
  911. dirty_count++;
  912. } else {
  913. for (int j = 0; j < 3; j++) {
  914. if (c.dirty_regions[j] != 0) {
  915. dirty_count++;
  916. }
  917. }
  918. }
  919. }
  920. return dirty_count;
  921. }
  922. int RendererSceneRenderRD::_sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
  923. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  924. ERR_FAIL_COND_V(rb == nullptr, -1);
  925. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  926. int dirty_count = 0;
  927. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  928. const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  929. if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
  930. if (dirty_count == p_region) {
  931. r_local_offset = Vector3i();
  932. r_local_size = Vector3i(1, 1, 1) * rb->sdfgi->cascade_size;
  933. r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
  934. r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
  935. return i;
  936. }
  937. dirty_count++;
  938. } else {
  939. for (int j = 0; j < 3; j++) {
  940. if (c.dirty_regions[j] != 0) {
  941. if (dirty_count == p_region) {
  942. Vector3i from = Vector3i(0, 0, 0);
  943. Vector3i to = Vector3i(1, 1, 1) * rb->sdfgi->cascade_size;
  944. if (c.dirty_regions[j] > 0) {
  945. //fill from the beginning
  946. to[j] = c.dirty_regions[j];
  947. } else {
  948. //fill from the end
  949. from[j] = to[j] + c.dirty_regions[j];
  950. }
  951. for (int k = 0; k < j; k++) {
  952. // "chip" away previous regions to avoid re-voxelizing the same thing
  953. if (c.dirty_regions[k] > 0) {
  954. from[k] += c.dirty_regions[k];
  955. } else if (c.dirty_regions[k] < 0) {
  956. to[k] += c.dirty_regions[k];
  957. }
  958. }
  959. r_local_offset = from;
  960. r_local_size = to - from;
  961. r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
  962. r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
  963. return i;
  964. }
  965. dirty_count++;
  966. }
  967. }
  968. }
  969. }
  970. return -1;
  971. }
  972. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  973. AABB bounds;
  974. Vector3i from;
  975. Vector3i size;
  976. int c = _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
  977. ERR_FAIL_COND_V(c == -1, AABB());
  978. return bounds;
  979. }
  980. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  981. AABB bounds;
  982. Vector3i from;
  983. Vector3i size;
  984. return _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
  985. }
  986. void RendererSceneRenderRD::_sdfgi_update_cascades(RID p_render_buffers) {
  987. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  988. ERR_FAIL_COND(rb == nullptr);
  989. if (rb->sdfgi == nullptr) {
  990. return;
  991. }
  992. //update cascades
  993. SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
  994. int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
  995. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  996. Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[i].position)) * rb->sdfgi->cascades[i].cell_size;
  997. cascade_data[i].offset[0] = pos.x;
  998. cascade_data[i].offset[1] = pos.y;
  999. cascade_data[i].offset[2] = pos.z;
  1000. cascade_data[i].to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
  1001. cascade_data[i].probe_offset[0] = rb->sdfgi->cascades[i].position.x / probe_divisor;
  1002. cascade_data[i].probe_offset[1] = rb->sdfgi->cascades[i].position.y / probe_divisor;
  1003. cascade_data[i].probe_offset[2] = rb->sdfgi->cascades[i].position.z / probe_divisor;
  1004. cascade_data[i].pad = 0;
  1005. }
  1006. RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, true);
  1007. }
  1008. void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directional_light_instances, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
  1009. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1010. ERR_FAIL_COND(rb == nullptr);
  1011. if (rb->sdfgi == nullptr) {
  1012. return;
  1013. }
  1014. Environment *env = environment_owner.getornull(p_environment);
  1015. RENDER_TIMESTAMP(">SDFGI Update Probes");
  1016. /* Update Cascades UBO */
  1017. _sdfgi_update_cascades(p_render_buffers);
  1018. /* Update Dynamic Lights Buffer */
  1019. RENDER_TIMESTAMP("Update Lights");
  1020. /* Update dynamic lights */
  1021. {
  1022. int32_t cascade_light_count[SDFGI::MAX_CASCADES];
  1023. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  1024. SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
  1025. SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
  1026. uint32_t idx = 0;
  1027. for (uint32_t j = 0; j < (uint32_t)p_directional_light_instances.size(); j++) {
  1028. if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
  1029. break;
  1030. }
  1031. LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
  1032. ERR_CONTINUE(!li);
  1033. if (storage->light_directional_is_sky_only(li->light)) {
  1034. continue;
  1035. }
  1036. Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
  1037. dir.y *= rb->sdfgi->y_mult;
  1038. dir.normalize();
  1039. lights[idx].direction[0] = dir.x;
  1040. lights[idx].direction[1] = dir.y;
  1041. lights[idx].direction[2] = dir.z;
  1042. Color color = storage->light_get_color(li->light);
  1043. color = color.to_linear();
  1044. lights[idx].color[0] = color.r;
  1045. lights[idx].color[1] = color.g;
  1046. lights[idx].color[2] = color.b;
  1047. lights[idx].type = RS::LIGHT_DIRECTIONAL;
  1048. lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
  1049. lights[idx].has_shadow = storage->light_has_shadow(li->light);
  1050. idx++;
  1051. }
  1052. AABB cascade_aabb;
  1053. cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
  1054. cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
  1055. for (uint32_t j = 0; j < p_positional_light_count; j++) {
  1056. if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
  1057. break;
  1058. }
  1059. LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
  1060. ERR_CONTINUE(!li);
  1061. uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
  1062. if (i > max_sdfgi_cascade) {
  1063. continue;
  1064. }
  1065. if (!cascade_aabb.intersects(li->aabb)) {
  1066. continue;
  1067. }
  1068. Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
  1069. //faster to not do this here
  1070. //dir.y *= rb->sdfgi->y_mult;
  1071. //dir.normalize();
  1072. lights[idx].direction[0] = dir.x;
  1073. lights[idx].direction[1] = dir.y;
  1074. lights[idx].direction[2] = dir.z;
  1075. Vector3 pos = li->transform.origin;
  1076. pos.y *= rb->sdfgi->y_mult;
  1077. lights[idx].position[0] = pos.x;
  1078. lights[idx].position[1] = pos.y;
  1079. lights[idx].position[2] = pos.z;
  1080. Color color = storage->light_get_color(li->light);
  1081. color = color.to_linear();
  1082. lights[idx].color[0] = color.r;
  1083. lights[idx].color[1] = color.g;
  1084. lights[idx].color[2] = color.b;
  1085. lights[idx].type = storage->light_get_type(li->light);
  1086. lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
  1087. lights[idx].has_shadow = storage->light_has_shadow(li->light);
  1088. lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
  1089. lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
  1090. lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
  1091. lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  1092. idx++;
  1093. }
  1094. if (idx > 0) {
  1095. RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
  1096. }
  1097. cascade_light_count[i] = idx;
  1098. }
  1099. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1100. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
  1101. SDGIShader::DirectLightPushConstant push_constant;
  1102. push_constant.grid_size[0] = rb->sdfgi->cascade_size;
  1103. push_constant.grid_size[1] = rb->sdfgi->cascade_size;
  1104. push_constant.grid_size[2] = rb->sdfgi->cascade_size;
  1105. push_constant.max_cascades = rb->sdfgi->cascades.size();
  1106. push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
  1107. push_constant.multibounce = rb->sdfgi->uses_multibounce;
  1108. push_constant.y_mult = rb->sdfgi->y_mult;
  1109. push_constant.process_offset = 0;
  1110. push_constant.process_increment = 1;
  1111. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  1112. SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
  1113. push_constant.light_count = cascade_light_count[i];
  1114. push_constant.cascade = i;
  1115. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
  1116. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DirectLightPushConstant));
  1117. RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
  1118. }
  1119. RD::get_singleton()->compute_list_end();
  1120. }
  1121. RENDER_TIMESTAMP("Raytrace");
  1122. SDGIShader::IntegratePushConstant push_constant;
  1123. push_constant.grid_size[1] = rb->sdfgi->cascade_size;
  1124. push_constant.grid_size[2] = rb->sdfgi->cascade_size;
  1125. push_constant.grid_size[0] = rb->sdfgi->cascade_size;
  1126. push_constant.max_cascades = rb->sdfgi->cascades.size();
  1127. push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
  1128. push_constant.history_index = rb->sdfgi->render_pass % rb->sdfgi->history_size;
  1129. push_constant.history_size = rb->sdfgi->history_size;
  1130. static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 8, 16, 32, 64, 96, 128 };
  1131. push_constant.ray_count = ray_count[sdfgi_ray_count];
  1132. push_constant.ray_bias = rb->sdfgi->probe_bias;
  1133. push_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
  1134. push_constant.image_size[1] = rb->sdfgi->probe_axis_count;
  1135. push_constant.store_ambient_texture = env->volumetric_fog_enabled;
  1136. RID sky_uniform_set = sdfgi_shader.integrate_default_sky_uniform_set;
  1137. push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
  1138. push_constant.y_mult = rb->sdfgi->y_mult;
  1139. if (rb->sdfgi->reads_sky && env) {
  1140. push_constant.sky_energy = env->bg_energy;
  1141. if (env->background == RS::ENV_BG_CLEAR_COLOR) {
  1142. push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
  1143. Color c = storage->get_default_clear_color().to_linear();
  1144. push_constant.sky_color[0] = c.r;
  1145. push_constant.sky_color[1] = c.g;
  1146. push_constant.sky_color[2] = c.b;
  1147. } else if (env->background == RS::ENV_BG_COLOR) {
  1148. push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
  1149. Color c = env->bg_color;
  1150. push_constant.sky_color[0] = c.r;
  1151. push_constant.sky_color[1] = c.g;
  1152. push_constant.sky_color[2] = c.b;
  1153. } else if (env->background == RS::ENV_BG_SKY) {
  1154. Sky *sky = sky_owner.getornull(env->sky);
  1155. if (sky && sky->radiance.is_valid()) {
  1156. if (sky->sdfgi_integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->sdfgi_integrate_sky_uniform_set)) {
  1157. Vector<RD::Uniform> uniforms;
  1158. {
  1159. RD::Uniform u;
  1160. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1161. u.binding = 0;
  1162. u.ids.push_back(sky->radiance);
  1163. uniforms.push_back(u);
  1164. }
  1165. {
  1166. RD::Uniform u;
  1167. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1168. u.binding = 1;
  1169. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  1170. uniforms.push_back(u);
  1171. }
  1172. sky->sdfgi_integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
  1173. }
  1174. sky_uniform_set = sky->sdfgi_integrate_sky_uniform_set;
  1175. push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_SKY;
  1176. }
  1177. }
  1178. }
  1179. rb->sdfgi->render_pass++;
  1180. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1181. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_PROCESS]);
  1182. int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
  1183. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  1184. push_constant.cascade = i;
  1185. push_constant.world_offset[0] = rb->sdfgi->cascades[i].position.x / probe_divisor;
  1186. push_constant.world_offset[1] = rb->sdfgi->cascades[i].position.y / probe_divisor;
  1187. push_constant.world_offset[2] = rb->sdfgi->cascades[i].position.z / probe_divisor;
  1188. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[i].integrate_uniform_set, 0);
  1189. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1);
  1190. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
  1191. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
  1192. }
  1193. RD::get_singleton()->compute_list_add_barrier(compute_list); //wait until done
  1194. // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
  1195. RENDER_TIMESTAMP("Average Probes");
  1196. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]);
  1197. //convert to octahedral to store
  1198. push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
  1199. push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
  1200. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  1201. push_constant.cascade = i;
  1202. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[i].integrate_uniform_set, 0);
  1203. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
  1204. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1, 8, 8, 1);
  1205. }
  1206. RD::get_singleton()->compute_list_end();
  1207. RENDER_TIMESTAMP("<SDFGI Update Probes");
  1208. }
  1209. void RendererSceneRenderRD::_setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used) {
  1210. r_gi_probes_used = 0;
  1211. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1212. ERR_FAIL_COND(rb == nullptr);
  1213. RID gi_probe_buffer = render_buffers_get_gi_probe_buffer(p_render_buffers);
  1214. GI::GIProbeData gi_probe_data[RenderBuffers::MAX_GIPROBES];
  1215. bool giprobes_changed = false;
  1216. Transform to_camera;
  1217. to_camera.origin = p_transform.origin; //only translation, make local
  1218. for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
  1219. RID texture;
  1220. if (i < (int)p_gi_probes.size()) {
  1221. GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probes[i]);
  1222. if (gipi) {
  1223. texture = gipi->texture;
  1224. GI::GIProbeData &gipd = gi_probe_data[i];
  1225. RID base_probe = gipi->probe;
  1226. Transform to_cell = storage->gi_probe_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
  1227. gipd.xform[0] = to_cell.basis.elements[0][0];
  1228. gipd.xform[1] = to_cell.basis.elements[1][0];
  1229. gipd.xform[2] = to_cell.basis.elements[2][0];
  1230. gipd.xform[3] = 0;
  1231. gipd.xform[4] = to_cell.basis.elements[0][1];
  1232. gipd.xform[5] = to_cell.basis.elements[1][1];
  1233. gipd.xform[6] = to_cell.basis.elements[2][1];
  1234. gipd.xform[7] = 0;
  1235. gipd.xform[8] = to_cell.basis.elements[0][2];
  1236. gipd.xform[9] = to_cell.basis.elements[1][2];
  1237. gipd.xform[10] = to_cell.basis.elements[2][2];
  1238. gipd.xform[11] = 0;
  1239. gipd.xform[12] = to_cell.origin.x;
  1240. gipd.xform[13] = to_cell.origin.y;
  1241. gipd.xform[14] = to_cell.origin.z;
  1242. gipd.xform[15] = 1;
  1243. Vector3 bounds = storage->gi_probe_get_octree_size(base_probe);
  1244. gipd.bounds[0] = bounds.x;
  1245. gipd.bounds[1] = bounds.y;
  1246. gipd.bounds[2] = bounds.z;
  1247. gipd.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe);
  1248. gipd.bias = storage->gi_probe_get_bias(base_probe);
  1249. gipd.normal_bias = storage->gi_probe_get_normal_bias(base_probe);
  1250. gipd.blend_ambient = !storage->gi_probe_is_interior(base_probe);
  1251. gipd.anisotropy_strength = 0;
  1252. gipd.ao = storage->gi_probe_get_ao(base_probe);
  1253. gipd.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
  1254. gipd.mipmaps = gipi->mipmaps.size();
  1255. }
  1256. r_gi_probes_used++;
  1257. }
  1258. if (texture == RID()) {
  1259. texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1260. }
  1261. if (texture != rb->giprobe_textures[i]) {
  1262. giprobes_changed = true;
  1263. rb->giprobe_textures[i] = texture;
  1264. }
  1265. }
  1266. if (giprobes_changed) {
  1267. if (RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
  1268. RD::get_singleton()->free(rb->gi_uniform_set);
  1269. }
  1270. rb->gi_uniform_set = RID();
  1271. if (rb->volumetric_fog) {
  1272. if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  1273. RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
  1274. RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
  1275. }
  1276. rb->volumetric_fog->uniform_set = RID();
  1277. rb->volumetric_fog->uniform_set2 = RID();
  1278. }
  1279. }
  1280. if (p_gi_probes.size() > 0) {
  1281. RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size()), gi_probe_data, true);
  1282. }
  1283. }
  1284. void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes) {
  1285. RENDER_TIMESTAMP("Render GI");
  1286. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1287. ERR_FAIL_COND(rb == nullptr);
  1288. Environment *env = environment_owner.getornull(p_environment);
  1289. GI::PushConstant push_constant;
  1290. push_constant.screen_size[0] = rb->width;
  1291. push_constant.screen_size[1] = rb->height;
  1292. push_constant.z_near = p_projection.get_z_near();
  1293. push_constant.z_far = p_projection.get_z_far();
  1294. push_constant.orthogonal = p_projection.is_orthogonal();
  1295. push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]);
  1296. push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
  1297. push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
  1298. push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
  1299. push_constant.max_giprobes = MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size());
  1300. push_constant.high_quality_vct = gi_probe_quality == RS::GI_PROBE_QUALITY_HIGH;
  1301. push_constant.use_sdfgi = rb->sdfgi != nullptr;
  1302. if (env) {
  1303. push_constant.ao_color[0] = env->ao_color.r;
  1304. push_constant.ao_color[1] = env->ao_color.g;
  1305. push_constant.ao_color[2] = env->ao_color.b;
  1306. } else {
  1307. push_constant.ao_color[0] = 0;
  1308. push_constant.ao_color[1] = 0;
  1309. push_constant.ao_color[2] = 0;
  1310. }
  1311. push_constant.cam_rotation[0] = p_transform.basis[0][0];
  1312. push_constant.cam_rotation[1] = p_transform.basis[1][0];
  1313. push_constant.cam_rotation[2] = p_transform.basis[2][0];
  1314. push_constant.cam_rotation[3] = 0;
  1315. push_constant.cam_rotation[4] = p_transform.basis[0][1];
  1316. push_constant.cam_rotation[5] = p_transform.basis[1][1];
  1317. push_constant.cam_rotation[6] = p_transform.basis[2][1];
  1318. push_constant.cam_rotation[7] = 0;
  1319. push_constant.cam_rotation[8] = p_transform.basis[0][2];
  1320. push_constant.cam_rotation[9] = p_transform.basis[1][2];
  1321. push_constant.cam_rotation[10] = p_transform.basis[2][2];
  1322. push_constant.cam_rotation[11] = 0;
  1323. if (rb->sdfgi) {
  1324. GI::SDFGIData sdfgi_data;
  1325. sdfgi_data.grid_size[0] = rb->sdfgi->cascade_size;
  1326. sdfgi_data.grid_size[1] = rb->sdfgi->cascade_size;
  1327. sdfgi_data.grid_size[2] = rb->sdfgi->cascade_size;
  1328. sdfgi_data.max_cascades = rb->sdfgi->cascades.size();
  1329. sdfgi_data.probe_axis_size = rb->sdfgi->probe_axis_count;
  1330. sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance
  1331. sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1;
  1332. sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1;
  1333. float csize = rb->sdfgi->cascade_size;
  1334. sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]);
  1335. sdfgi_data.use_occlusion = rb->sdfgi->uses_occlusion;
  1336. //sdfgi_data.energy = rb->sdfgi->energy;
  1337. sdfgi_data.y_mult = rb->sdfgi->y_mult;
  1338. float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]);
  1339. float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
  1340. sdfgi_data.occlusion_clamp[0] = occlusion_clamp;
  1341. sdfgi_data.occlusion_clamp[1] = occlusion_clamp;
  1342. sdfgi_data.occlusion_clamp[2] = occlusion_clamp;
  1343. sdfgi_data.normal_bias = (rb->sdfgi->normal_bias / csize) * sdfgi_data.cascade_probe_size[0];
  1344. //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
  1345. //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
  1346. uint32_t oct_size = SDFGI::LIGHTPROBE_OCT_SIZE;
  1347. sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size);
  1348. sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size);
  1349. sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0;
  1350. sdfgi_data.energy = rb->sdfgi->energy;
  1351. sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0];
  1352. sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1];
  1353. sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0];
  1354. sdfgi_data.occlusion_renormalize[0] = 0.5;
  1355. sdfgi_data.occlusion_renormalize[1] = 1.0;
  1356. sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades);
  1357. int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
  1358. for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) {
  1359. GI::SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i];
  1360. Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[i].position)) * rb->sdfgi->cascades[i].cell_size;
  1361. Vector3 cam_origin = p_transform.origin;
  1362. cam_origin.y *= rb->sdfgi->y_mult;
  1363. pos -= cam_origin; //make pos local to camera, to reduce numerical error
  1364. c.position[0] = pos.x;
  1365. c.position[1] = pos.y;
  1366. c.position[2] = pos.z;
  1367. c.to_probe = 1.0 / (float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[i].cell_size / float(rb->sdfgi->probe_axis_count - 1));
  1368. Vector3i probe_ofs = rb->sdfgi->cascades[i].position / probe_divisor;
  1369. c.probe_world_offset[0] = probe_ofs.x;
  1370. c.probe_world_offset[1] = probe_ofs.y;
  1371. c.probe_world_offset[2] = probe_ofs.z;
  1372. c.to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
  1373. }
  1374. RD::get_singleton()->buffer_update(gi.sdfgi_ubo, 0, sizeof(GI::SDFGIData), &sdfgi_data, true);
  1375. }
  1376. if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
  1377. Vector<RD::Uniform> uniforms;
  1378. {
  1379. RD::Uniform u;
  1380. u.binding = 1;
  1381. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1382. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  1383. if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
  1384. u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
  1385. } else {
  1386. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  1387. }
  1388. }
  1389. uniforms.push_back(u);
  1390. }
  1391. {
  1392. RD::Uniform u;
  1393. u.binding = 2;
  1394. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1395. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  1396. if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
  1397. u.ids.push_back(rb->sdfgi->cascades[j].light_tex);
  1398. } else {
  1399. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  1400. }
  1401. }
  1402. uniforms.push_back(u);
  1403. }
  1404. {
  1405. RD::Uniform u;
  1406. u.binding = 3;
  1407. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1408. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  1409. if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
  1410. u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex);
  1411. } else {
  1412. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  1413. }
  1414. }
  1415. uniforms.push_back(u);
  1416. }
  1417. {
  1418. RD::Uniform u;
  1419. u.binding = 4;
  1420. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1421. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  1422. if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
  1423. u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex);
  1424. } else {
  1425. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  1426. }
  1427. }
  1428. uniforms.push_back(u);
  1429. }
  1430. {
  1431. RD::Uniform u;
  1432. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1433. u.binding = 5;
  1434. if (rb->sdfgi) {
  1435. u.ids.push_back(rb->sdfgi->occlusion_texture);
  1436. } else {
  1437. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  1438. }
  1439. uniforms.push_back(u);
  1440. }
  1441. {
  1442. RD::Uniform u;
  1443. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1444. u.binding = 6;
  1445. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  1446. uniforms.push_back(u);
  1447. }
  1448. {
  1449. RD::Uniform u;
  1450. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1451. u.binding = 7;
  1452. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  1453. uniforms.push_back(u);
  1454. }
  1455. {
  1456. RD::Uniform u;
  1457. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  1458. u.binding = 9;
  1459. u.ids.push_back(p_ambient_buffer);
  1460. uniforms.push_back(u);
  1461. }
  1462. {
  1463. RD::Uniform u;
  1464. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  1465. u.binding = 10;
  1466. u.ids.push_back(p_reflection_buffer);
  1467. uniforms.push_back(u);
  1468. }
  1469. {
  1470. RD::Uniform u;
  1471. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1472. u.binding = 11;
  1473. if (rb->sdfgi) {
  1474. u.ids.push_back(rb->sdfgi->lightprobe_texture);
  1475. } else {
  1476. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
  1477. }
  1478. uniforms.push_back(u);
  1479. }
  1480. {
  1481. RD::Uniform u;
  1482. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1483. u.binding = 12;
  1484. u.ids.push_back(rb->depth_texture);
  1485. uniforms.push_back(u);
  1486. }
  1487. {
  1488. RD::Uniform u;
  1489. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1490. u.binding = 13;
  1491. u.ids.push_back(p_normal_roughness_buffer);
  1492. uniforms.push_back(u);
  1493. }
  1494. {
  1495. RD::Uniform u;
  1496. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1497. u.binding = 14;
  1498. RID buffer = p_gi_probe_buffer.is_valid() ? p_gi_probe_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1499. u.ids.push_back(buffer);
  1500. uniforms.push_back(u);
  1501. }
  1502. {
  1503. RD::Uniform u;
  1504. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1505. u.binding = 15;
  1506. u.ids.push_back(gi.sdfgi_ubo);
  1507. uniforms.push_back(u);
  1508. }
  1509. {
  1510. RD::Uniform u;
  1511. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1512. u.binding = 16;
  1513. u.ids.push_back(rb->giprobe_buffer);
  1514. uniforms.push_back(u);
  1515. }
  1516. {
  1517. RD::Uniform u;
  1518. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1519. u.binding = 17;
  1520. for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
  1521. u.ids.push_back(rb->giprobe_textures[i]);
  1522. }
  1523. uniforms.push_back(u);
  1524. }
  1525. rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi.shader.version_get_shader(gi.shader_version, 0), 0);
  1526. }
  1527. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1528. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi.pipelines[0]);
  1529. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0);
  1530. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GI::PushConstant));
  1531. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1, 8, 8, 1);
  1532. RD::get_singleton()->compute_list_end();
  1533. }
  1534. RID RendererSceneRenderRD::sky_create() {
  1535. return sky_owner.make_rid(Sky());
  1536. }
  1537. void RendererSceneRenderRD::_sky_invalidate(Sky *p_sky) {
  1538. if (!p_sky->dirty) {
  1539. p_sky->dirty = true;
  1540. p_sky->dirty_list = dirty_sky_list;
  1541. dirty_sky_list = p_sky;
  1542. }
  1543. }
  1544. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  1545. Sky *sky = sky_owner.getornull(p_sky);
  1546. ERR_FAIL_COND(!sky);
  1547. ERR_FAIL_COND(p_radiance_size < 32 || p_radiance_size > 2048);
  1548. if (sky->radiance_size == p_radiance_size) {
  1549. return;
  1550. }
  1551. sky->radiance_size = p_radiance_size;
  1552. if (sky->mode == RS::SKY_MODE_REALTIME && sky->radiance_size != 256) {
  1553. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  1554. sky->radiance_size = 256;
  1555. }
  1556. _sky_invalidate(sky);
  1557. if (sky->radiance.is_valid()) {
  1558. RD::get_singleton()->free(sky->radiance);
  1559. sky->radiance = RID();
  1560. }
  1561. _clear_reflection_data(sky->reflection);
  1562. }
  1563. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  1564. Sky *sky = sky_owner.getornull(p_sky);
  1565. ERR_FAIL_COND(!sky);
  1566. if (sky->mode == p_mode) {
  1567. return;
  1568. }
  1569. sky->mode = p_mode;
  1570. if (sky->mode == RS::SKY_MODE_REALTIME && sky->radiance_size != 256) {
  1571. WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
  1572. sky_set_radiance_size(p_sky, 256);
  1573. }
  1574. _sky_invalidate(sky);
  1575. if (sky->radiance.is_valid()) {
  1576. RD::get_singleton()->free(sky->radiance);
  1577. sky->radiance = RID();
  1578. }
  1579. _clear_reflection_data(sky->reflection);
  1580. }
  1581. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  1582. Sky *sky = sky_owner.getornull(p_sky);
  1583. ERR_FAIL_COND(!sky);
  1584. sky->material = p_material;
  1585. _sky_invalidate(sky);
  1586. }
  1587. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  1588. Sky *sky = sky_owner.getornull(p_sky);
  1589. ERR_FAIL_COND_V(!sky, Ref<Image>());
  1590. _update_dirty_skys();
  1591. if (sky->radiance.is_valid()) {
  1592. RD::TextureFormat tf;
  1593. tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  1594. tf.width = p_size.width;
  1595. tf.height = p_size.height;
  1596. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1597. RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1598. storage->get_effects()->copy_cubemap_to_panorama(sky->radiance, rad_tex, p_size, p_bake_irradiance ? roughness_layers : 0, sky->reflection.layers.size() > 1);
  1599. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
  1600. RD::get_singleton()->free(rad_tex);
  1601. Ref<Image> img;
  1602. img.instance();
  1603. img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
  1604. for (int i = 0; i < p_size.width; i++) {
  1605. for (int j = 0; j < p_size.height; j++) {
  1606. Color c = img->get_pixel(i, j);
  1607. c.r *= p_energy;
  1608. c.g *= p_energy;
  1609. c.b *= p_energy;
  1610. img->set_pixel(i, j, c);
  1611. }
  1612. }
  1613. return img;
  1614. }
  1615. return Ref<Image>();
  1616. }
  1617. void RendererSceneRenderRD::_update_dirty_skys() {
  1618. Sky *sky = dirty_sky_list;
  1619. while (sky) {
  1620. bool texture_set_dirty = false;
  1621. //update sky configuration if texture is missing
  1622. if (sky->radiance.is_null()) {
  1623. int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
  1624. uint32_t w = sky->radiance_size, h = sky->radiance_size;
  1625. int layers = roughness_layers;
  1626. if (sky->mode == RS::SKY_MODE_REALTIME) {
  1627. layers = 8;
  1628. if (roughness_layers != 8) {
  1629. WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
  1630. }
  1631. }
  1632. if (sky_use_cubemap_array) {
  1633. //array (higher quality, 6 times more memory)
  1634. RD::TextureFormat tf;
  1635. tf.array_layers = layers * 6;
  1636. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1637. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  1638. tf.mipmaps = mipmaps;
  1639. tf.width = w;
  1640. tf.height = h;
  1641. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1642. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1643. _update_reflection_data(sky->reflection, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME);
  1644. } else {
  1645. //regular cubemap, lower quality (aliasing, less memory)
  1646. RD::TextureFormat tf;
  1647. tf.array_layers = 6;
  1648. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1649. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1650. tf.mipmaps = MIN(mipmaps, layers);
  1651. tf.width = w;
  1652. tf.height = h;
  1653. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1654. sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1655. _update_reflection_data(sky->reflection, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME);
  1656. }
  1657. texture_set_dirty = true;
  1658. }
  1659. // Create subpass buffers if they haven't been created already
  1660. if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
  1661. RD::TextureFormat tformat;
  1662. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1663. tformat.width = sky->screen_size.x / 2;
  1664. tformat.height = sky->screen_size.y / 2;
  1665. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1666. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1667. sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1668. Vector<RID> texs;
  1669. texs.push_back(sky->half_res_pass);
  1670. sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1671. texture_set_dirty = true;
  1672. }
  1673. if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
  1674. RD::TextureFormat tformat;
  1675. tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1676. tformat.width = sky->screen_size.x / 4;
  1677. tformat.height = sky->screen_size.y / 4;
  1678. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1679. tformat.texture_type = RD::TEXTURE_TYPE_2D;
  1680. sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
  1681. Vector<RID> texs;
  1682. texs.push_back(sky->quarter_res_pass);
  1683. sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
  1684. texture_set_dirty = true;
  1685. }
  1686. if (texture_set_dirty) {
  1687. for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
  1688. if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
  1689. RD::get_singleton()->free(sky->texture_uniform_sets[i]);
  1690. sky->texture_uniform_sets[i] = RID();
  1691. }
  1692. }
  1693. }
  1694. sky->reflection.dirty = true;
  1695. sky->processing_layer = 0;
  1696. Sky *next = sky->dirty_list;
  1697. sky->dirty_list = nullptr;
  1698. sky->dirty = false;
  1699. sky = next;
  1700. }
  1701. dirty_sky_list = nullptr;
  1702. }
  1703. RID RendererSceneRenderRD::sky_get_radiance_texture_rd(RID p_sky) const {
  1704. Sky *sky = sky_owner.getornull(p_sky);
  1705. ERR_FAIL_COND_V(!sky, RID());
  1706. return sky->radiance;
  1707. }
  1708. RID RendererSceneRenderRD::sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const {
  1709. Sky *sky = sky_owner.getornull(p_sky);
  1710. ERR_FAIL_COND_V(!sky, RID());
  1711. if (sky->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->uniform_set)) {
  1712. sky->uniform_set = RID();
  1713. if (sky->radiance.is_valid()) {
  1714. Vector<RD::Uniform> uniforms;
  1715. {
  1716. RD::Uniform u;
  1717. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1718. u.binding = 0;
  1719. u.ids.push_back(sky->radiance);
  1720. uniforms.push_back(u);
  1721. }
  1722. sky->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
  1723. }
  1724. }
  1725. return sky->uniform_set;
  1726. }
  1727. RID RendererSceneRenderRD::_get_sky_textures(Sky *p_sky, SkyTextureSetVersion p_version) {
  1728. if (p_sky->texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(p_sky->texture_uniform_sets[p_version])) {
  1729. return p_sky->texture_uniform_sets[p_version];
  1730. }
  1731. Vector<RD::Uniform> uniforms;
  1732. {
  1733. RD::Uniform u;
  1734. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1735. u.binding = 0;
  1736. if (p_sky->radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
  1737. u.ids.push_back(p_sky->radiance);
  1738. } else {
  1739. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  1740. }
  1741. uniforms.push_back(u);
  1742. }
  1743. {
  1744. RD::Uniform u;
  1745. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1746. u.binding = 1; // half res
  1747. if (p_sky->half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
  1748. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  1749. u.ids.push_back(p_sky->reflection.layers[0].views[1]);
  1750. } else {
  1751. u.ids.push_back(p_sky->half_res_pass);
  1752. }
  1753. } else {
  1754. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  1755. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  1756. } else {
  1757. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  1758. }
  1759. }
  1760. uniforms.push_back(u);
  1761. }
  1762. {
  1763. RD::Uniform u;
  1764. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1765. u.binding = 2; // quarter res
  1766. if (p_sky->quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
  1767. if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
  1768. u.ids.push_back(p_sky->reflection.layers[0].views[2]);
  1769. } else {
  1770. u.ids.push_back(p_sky->quarter_res_pass);
  1771. }
  1772. } else {
  1773. if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
  1774. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  1775. } else {
  1776. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  1777. }
  1778. }
  1779. uniforms.push_back(u);
  1780. }
  1781. p_sky->texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  1782. return p_sky->texture_uniform_sets[p_version];
  1783. }
  1784. RID RendererSceneRenderRD::sky_get_material(RID p_sky) const {
  1785. Sky *sky = sky_owner.getornull(p_sky);
  1786. ERR_FAIL_COND_V(!sky, RID());
  1787. return sky->material;
  1788. }
  1789. void RendererSceneRenderRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
  1790. ERR_FAIL_COND(!is_environment(p_environment));
  1791. SkyMaterialData *material = nullptr;
  1792. Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
  1793. RID sky_material;
  1794. RS::EnvironmentBG background = environment_get_background(p_environment);
  1795. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1796. ERR_FAIL_COND(!sky);
  1797. sky_material = sky_get_material(environment_get_sky(p_environment));
  1798. if (sky_material.is_valid()) {
  1799. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1800. if (!material || !material->shader_data->valid) {
  1801. material = nullptr;
  1802. }
  1803. }
  1804. if (!material) {
  1805. sky_material = sky_shader.default_material;
  1806. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1807. }
  1808. }
  1809. if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
  1810. sky_material = sky_scene_state.fog_material;
  1811. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1812. }
  1813. ERR_FAIL_COND(!material);
  1814. SkyShaderData *shader_data = material->shader_data;
  1815. ERR_FAIL_COND(!shader_data);
  1816. Basis sky_transform = environment_get_sky_orientation(p_environment);
  1817. sky_transform.invert();
  1818. float multiplier = environment_get_bg_energy(p_environment);
  1819. float custom_fov = environment_get_sky_custom_fov(p_environment);
  1820. // Camera
  1821. CameraMatrix camera;
  1822. if (custom_fov) {
  1823. float near_plane = p_projection.get_z_near();
  1824. float far_plane = p_projection.get_z_far();
  1825. float aspect = p_projection.get_aspect();
  1826. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1827. } else {
  1828. camera = p_projection;
  1829. }
  1830. sky_transform = p_transform.basis * sky_transform;
  1831. if (shader_data->uses_quarter_res) {
  1832. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES];
  1833. RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_QUARTER_RES);
  1834. Vector<Color> clear_colors;
  1835. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1836. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1837. storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
  1838. RD::get_singleton()->draw_list_end();
  1839. }
  1840. if (shader_data->uses_half_res) {
  1841. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES];
  1842. RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_HALF_RES);
  1843. Vector<Color> clear_colors;
  1844. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  1845. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
  1846. storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
  1847. RD::get_singleton()->draw_list_end();
  1848. }
  1849. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
  1850. RID texture_uniform_set;
  1851. if (sky) {
  1852. texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
  1853. } else {
  1854. texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
  1855. }
  1856. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
  1857. storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
  1858. RD::get_singleton()->draw_list_end();
  1859. }
  1860. void RendererSceneRenderRD::_setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size) {
  1861. ERR_FAIL_COND(!is_environment(p_environment));
  1862. SkyMaterialData *material = nullptr;
  1863. Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
  1864. RID sky_material;
  1865. SkyShaderData *shader_data = nullptr;
  1866. RS::EnvironmentBG background = environment_get_background(p_environment);
  1867. if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
  1868. ERR_FAIL_COND(!sky);
  1869. sky_material = sky_get_material(environment_get_sky(p_environment));
  1870. if (sky_material.is_valid()) {
  1871. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1872. if (!material || !material->shader_data->valid) {
  1873. material = nullptr;
  1874. }
  1875. }
  1876. if (!material) {
  1877. sky_material = sky_shader.default_material;
  1878. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  1879. }
  1880. ERR_FAIL_COND(!material);
  1881. shader_data = material->shader_data;
  1882. ERR_FAIL_COND(!shader_data);
  1883. }
  1884. if (sky) {
  1885. // Invalidate supbass buffers if screen size changes
  1886. if (sky->screen_size != p_screen_size) {
  1887. sky->screen_size = p_screen_size;
  1888. sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
  1889. sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
  1890. if (shader_data->uses_half_res) {
  1891. if (sky->half_res_pass.is_valid()) {
  1892. RD::get_singleton()->free(sky->half_res_pass);
  1893. sky->half_res_pass = RID();
  1894. }
  1895. _sky_invalidate(sky);
  1896. }
  1897. if (shader_data->uses_quarter_res) {
  1898. if (sky->quarter_res_pass.is_valid()) {
  1899. RD::get_singleton()->free(sky->quarter_res_pass);
  1900. sky->quarter_res_pass = RID();
  1901. }
  1902. _sky_invalidate(sky);
  1903. }
  1904. }
  1905. // Create new subpass buffers if necessary
  1906. if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
  1907. (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
  1908. sky->radiance.is_null()) {
  1909. _sky_invalidate(sky);
  1910. _update_dirty_skys();
  1911. }
  1912. if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
  1913. sky->prev_time = time;
  1914. sky->reflection.dirty = true;
  1915. RenderingServerDefault::redraw_request();
  1916. }
  1917. if (material != sky->prev_material) {
  1918. sky->prev_material = material;
  1919. sky->reflection.dirty = true;
  1920. }
  1921. if (material->uniform_set_updated) {
  1922. material->uniform_set_updated = false;
  1923. sky->reflection.dirty = true;
  1924. }
  1925. if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
  1926. sky->prev_position = p_transform.origin;
  1927. sky->reflection.dirty = true;
  1928. }
  1929. if (shader_data->uses_light) {
  1930. // Check whether the directional_light_buffer changes
  1931. bool light_data_dirty = false;
  1932. if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
  1933. light_data_dirty = true;
  1934. for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
  1935. sky_scene_state.directional_lights[i].enabled = false;
  1936. }
  1937. }
  1938. if (!light_data_dirty) {
  1939. for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
  1940. if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
  1941. sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
  1942. sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
  1943. sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
  1944. sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
  1945. sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
  1946. sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
  1947. sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
  1948. sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
  1949. light_data_dirty = true;
  1950. break;
  1951. }
  1952. }
  1953. }
  1954. if (light_data_dirty) {
  1955. RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
  1956. RendererSceneRenderRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
  1957. sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
  1958. sky_scene_state.directional_lights = temp;
  1959. sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
  1960. sky->reflection.dirty = true;
  1961. }
  1962. }
  1963. }
  1964. //setup fog variables
  1965. sky_scene_state.ubo.volumetric_fog_enabled = false;
  1966. if (p_render_buffers.is_valid()) {
  1967. if (render_buffers_has_volumetric_fog(p_render_buffers)) {
  1968. sky_scene_state.ubo.volumetric_fog_enabled = true;
  1969. float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
  1970. if (fog_end > 0.0) {
  1971. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  1972. } else {
  1973. sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
  1974. }
  1975. float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  1976. if (fog_detail_spread > 0.0) {
  1977. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  1978. } else {
  1979. sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  1980. }
  1981. }
  1982. RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
  1983. if (fog_uniform_set != RID()) {
  1984. sky_scene_state.fog_uniform_set = fog_uniform_set;
  1985. } else {
  1986. sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
  1987. }
  1988. }
  1989. sky_scene_state.ubo.z_far = p_projection.get_z_far();
  1990. sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
  1991. sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
  1992. sky_scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
  1993. Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
  1994. float fog_energy = environment_get_fog_light_energy(p_environment);
  1995. sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1996. sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1997. sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1998. sky_scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
  1999. RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo, true);
  2000. }
  2001. void RendererSceneRenderRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
  2002. ERR_FAIL_COND(!is_environment(p_environment));
  2003. Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
  2004. ERR_FAIL_COND(!sky);
  2005. RID sky_material = sky_get_material(environment_get_sky(p_environment));
  2006. SkyMaterialData *material = nullptr;
  2007. if (sky_material.is_valid()) {
  2008. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  2009. if (!material || !material->shader_data->valid) {
  2010. material = nullptr;
  2011. }
  2012. }
  2013. if (!material) {
  2014. sky_material = sky_shader.default_material;
  2015. material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
  2016. }
  2017. ERR_FAIL_COND(!material);
  2018. SkyShaderData *shader_data = material->shader_data;
  2019. ERR_FAIL_COND(!shader_data);
  2020. float multiplier = environment_get_bg_energy(p_environment);
  2021. bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
  2022. RS::SkyMode sky_mode = sky->mode;
  2023. if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
  2024. if (shader_data->uses_time || shader_data->uses_position) {
  2025. update_single_frame = true;
  2026. sky_mode = RS::SKY_MODE_REALTIME;
  2027. } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
  2028. update_single_frame = false;
  2029. sky_mode = RS::SKY_MODE_INCREMENTAL;
  2030. } else {
  2031. update_single_frame = true;
  2032. sky_mode = RS::SKY_MODE_QUALITY;
  2033. }
  2034. }
  2035. if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
  2036. // On the first frame after creating sky, rebuild in single frame
  2037. update_single_frame = true;
  2038. sky_mode = RS::SKY_MODE_QUALITY;
  2039. }
  2040. int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
  2041. // Update radiance cubemap
  2042. if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
  2043. static const Vector3 view_normals[6] = {
  2044. Vector3(+1, 0, 0),
  2045. Vector3(-1, 0, 0),
  2046. Vector3(0, +1, 0),
  2047. Vector3(0, -1, 0),
  2048. Vector3(0, 0, +1),
  2049. Vector3(0, 0, -1)
  2050. };
  2051. static const Vector3 view_up[6] = {
  2052. Vector3(0, -1, 0),
  2053. Vector3(0, -1, 0),
  2054. Vector3(0, 0, +1),
  2055. Vector3(0, 0, -1),
  2056. Vector3(0, -1, 0),
  2057. Vector3(0, -1, 0)
  2058. };
  2059. CameraMatrix cm;
  2060. cm.set_perspective(90, 1, 0.01, 10.0);
  2061. CameraMatrix correction;
  2062. correction.set_depth_correction(true);
  2063. cm = correction * cm;
  2064. if (shader_data->uses_quarter_res) {
  2065. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
  2066. Vector<Color> clear_colors;
  2067. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  2068. RD::DrawListID cubemap_draw_list;
  2069. for (int i = 0; i < 6; i++) {
  2070. Transform local_view;
  2071. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  2072. RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES);
  2073. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  2074. storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
  2075. RD::get_singleton()->draw_list_end();
  2076. }
  2077. }
  2078. if (shader_data->uses_half_res) {
  2079. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
  2080. Vector<Color> clear_colors;
  2081. clear_colors.push_back(Color(0.0, 0.0, 0.0));
  2082. RD::DrawListID cubemap_draw_list;
  2083. for (int i = 0; i < 6; i++) {
  2084. Transform local_view;
  2085. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  2086. RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_HALF_RES);
  2087. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  2088. storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
  2089. RD::get_singleton()->draw_list_end();
  2090. }
  2091. }
  2092. RD::DrawListID cubemap_draw_list;
  2093. PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
  2094. for (int i = 0; i < 6; i++) {
  2095. Transform local_view;
  2096. local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
  2097. RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP);
  2098. cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
  2099. storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
  2100. RD::get_singleton()->draw_list_end();
  2101. }
  2102. if (sky_mode == RS::SKY_MODE_REALTIME) {
  2103. _create_reflection_fast_filter(sky->reflection, sky_use_cubemap_array);
  2104. if (sky_use_cubemap_array) {
  2105. _update_reflection_mipmaps(sky->reflection, 0, sky->reflection.layers.size());
  2106. }
  2107. } else {
  2108. if (update_single_frame) {
  2109. for (int i = 1; i < max_processing_layer; i++) {
  2110. _create_reflection_importance_sample(sky->reflection, sky_use_cubemap_array, 10, i);
  2111. }
  2112. if (sky_use_cubemap_array) {
  2113. _update_reflection_mipmaps(sky->reflection, 0, sky->reflection.layers.size());
  2114. }
  2115. } else {
  2116. if (sky_use_cubemap_array) {
  2117. // Multi-Frame so just update the first array level
  2118. _update_reflection_mipmaps(sky->reflection, 0, 1);
  2119. }
  2120. }
  2121. sky->processing_layer = 1;
  2122. }
  2123. sky->reflection.dirty = false;
  2124. } else {
  2125. if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
  2126. _create_reflection_importance_sample(sky->reflection, sky_use_cubemap_array, 10, sky->processing_layer);
  2127. if (sky_use_cubemap_array) {
  2128. _update_reflection_mipmaps(sky->reflection, sky->processing_layer, sky->processing_layer + 1);
  2129. }
  2130. sky->processing_layer++;
  2131. }
  2132. }
  2133. }
  2134. /* SKY SHADER */
  2135. void RendererSceneRenderRD::SkyShaderData::set_code(const String &p_code) {
  2136. //compile
  2137. code = p_code;
  2138. valid = false;
  2139. ubo_size = 0;
  2140. uniforms.clear();
  2141. if (code == String()) {
  2142. return; //just invalid, but no error
  2143. }
  2144. ShaderCompilerRD::GeneratedCode gen_code;
  2145. ShaderCompilerRD::IdentifierActions actions;
  2146. uses_time = false;
  2147. uses_half_res = false;
  2148. uses_quarter_res = false;
  2149. uses_position = false;
  2150. uses_light = false;
  2151. actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
  2152. actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
  2153. actions.usage_flag_pointers["TIME"] = &uses_time;
  2154. actions.usage_flag_pointers["POSITION"] = &uses_position;
  2155. actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
  2156. actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
  2157. actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
  2158. actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
  2159. actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
  2160. actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
  2161. actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
  2162. actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
  2163. actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
  2164. actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
  2165. actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
  2166. actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
  2167. actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
  2168. actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
  2169. actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
  2170. actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
  2171. actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
  2172. actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
  2173. actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
  2174. actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
  2175. actions.uniforms = &uniforms;
  2176. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  2177. Error err = scene_singleton->sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
  2178. ERR_FAIL_COND(err != OK);
  2179. if (version.is_null()) {
  2180. version = scene_singleton->sky_shader.shader.version_create();
  2181. }
  2182. #if 0
  2183. print_line("**compiling shader:");
  2184. print_line("**defines:\n");
  2185. for (int i = 0; i < gen_code.defines.size(); i++) {
  2186. print_line(gen_code.defines[i]);
  2187. }
  2188. print_line("\n**uniforms:\n" + gen_code.uniforms);
  2189. // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  2190. // print_line("\n**vertex_code:\n" + gen_code.vertex);
  2191. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  2192. print_line("\n**fragment_code:\n" + gen_code.fragment);
  2193. print_line("\n**light_code:\n" + gen_code.light);
  2194. #endif
  2195. scene_singleton->sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
  2196. ERR_FAIL_COND(!scene_singleton->sky_shader.shader.version_is_valid(version));
  2197. ubo_size = gen_code.uniform_total_size;
  2198. ubo_offsets = gen_code.uniform_offsets;
  2199. texture_uniforms = gen_code.texture_uniforms;
  2200. //update pipelines
  2201. for (int i = 0; i < SKY_VERSION_MAX; i++) {
  2202. RD::PipelineDepthStencilState depth_stencil_state;
  2203. depth_stencil_state.enable_depth_test = true;
  2204. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  2205. RID shader_variant = scene_singleton->sky_shader.shader.version_get_shader(version, i);
  2206. pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
  2207. }
  2208. valid = true;
  2209. }
  2210. void RendererSceneRenderRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  2211. if (!p_texture.is_valid()) {
  2212. default_texture_params.erase(p_name);
  2213. } else {
  2214. default_texture_params[p_name] = p_texture;
  2215. }
  2216. }
  2217. void RendererSceneRenderRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  2218. Map<int, StringName> order;
  2219. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  2220. if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  2221. continue;
  2222. }
  2223. if (E->get().texture_order >= 0) {
  2224. order[E->get().texture_order + 100000] = E->key();
  2225. } else {
  2226. order[E->get().order] = E->key();
  2227. }
  2228. }
  2229. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  2230. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  2231. pi.name = E->get();
  2232. p_param_list->push_back(pi);
  2233. }
  2234. }
  2235. void RendererSceneRenderRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  2236. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  2237. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  2238. continue;
  2239. }
  2240. RendererStorage::InstanceShaderParam p;
  2241. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  2242. p.info.name = E->key(); //supply name
  2243. p.index = E->get().instance_index;
  2244. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  2245. p_param_list->push_back(p);
  2246. }
  2247. }
  2248. bool RendererSceneRenderRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
  2249. if (!uniforms.has(p_param)) {
  2250. return false;
  2251. }
  2252. return uniforms[p_param].texture_order >= 0;
  2253. }
  2254. bool RendererSceneRenderRD::SkyShaderData::is_animated() const {
  2255. return false;
  2256. }
  2257. bool RendererSceneRenderRD::SkyShaderData::casts_shadows() const {
  2258. return false;
  2259. }
  2260. Variant RendererSceneRenderRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
  2261. if (uniforms.has(p_parameter)) {
  2262. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  2263. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  2264. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  2265. }
  2266. return Variant();
  2267. }
  2268. RendererSceneRenderRD::SkyShaderData::SkyShaderData() {
  2269. valid = false;
  2270. }
  2271. RendererSceneRenderRD::SkyShaderData::~SkyShaderData() {
  2272. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  2273. ERR_FAIL_COND(!scene_singleton);
  2274. //pipeline variants will clear themselves if shader is gone
  2275. if (version.is_valid()) {
  2276. scene_singleton->sky_shader.shader.version_free(version);
  2277. }
  2278. }
  2279. RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_sky_shader_func() {
  2280. SkyShaderData *shader_data = memnew(SkyShaderData);
  2281. return shader_data;
  2282. }
  2283. void RendererSceneRenderRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  2284. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  2285. uniform_set_updated = true;
  2286. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  2287. p_uniform_dirty = true;
  2288. if (uniform_buffer.is_valid()) {
  2289. RD::get_singleton()->free(uniform_buffer);
  2290. uniform_buffer = RID();
  2291. }
  2292. ubo_data.resize(shader_data->ubo_size);
  2293. if (ubo_data.size()) {
  2294. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  2295. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  2296. }
  2297. //clear previous uniform set
  2298. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  2299. RD::get_singleton()->free(uniform_set);
  2300. uniform_set = RID();
  2301. }
  2302. }
  2303. //check whether buffer changed
  2304. if (p_uniform_dirty && ubo_data.size()) {
  2305. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  2306. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  2307. }
  2308. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  2309. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  2310. texture_cache.resize(tex_uniform_count);
  2311. p_textures_dirty = true;
  2312. //clear previous uniform set
  2313. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  2314. RD::get_singleton()->free(uniform_set);
  2315. uniform_set = RID();
  2316. }
  2317. }
  2318. if (p_textures_dirty && tex_uniform_count) {
  2319. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
  2320. }
  2321. if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
  2322. // This material does not require an uniform set, so don't create it.
  2323. return;
  2324. }
  2325. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  2326. //no reason to update uniform set, only UBO (or nothing) was needed to update
  2327. return;
  2328. }
  2329. Vector<RD::Uniform> uniforms;
  2330. {
  2331. if (shader_data->ubo_size) {
  2332. RD::Uniform u;
  2333. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2334. u.binding = 0;
  2335. u.ids.push_back(uniform_buffer);
  2336. uniforms.push_back(u);
  2337. }
  2338. const RID *textures = texture_cache.ptrw();
  2339. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  2340. RD::Uniform u;
  2341. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2342. u.binding = 1 + i;
  2343. u.ids.push_back(textures[i]);
  2344. uniforms.push_back(u);
  2345. }
  2346. }
  2347. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
  2348. }
  2349. RendererSceneRenderRD::SkyMaterialData::~SkyMaterialData() {
  2350. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  2351. RD::get_singleton()->free(uniform_set);
  2352. }
  2353. if (uniform_buffer.is_valid()) {
  2354. RD::get_singleton()->free(uniform_buffer);
  2355. }
  2356. }
  2357. RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_sky_material_func(SkyShaderData *p_shader) {
  2358. SkyMaterialData *material_data = memnew(SkyMaterialData);
  2359. material_data->shader_data = p_shader;
  2360. material_data->last_frame = false;
  2361. //update will happen later anyway so do nothing.
  2362. return material_data;
  2363. }
  2364. RID RendererSceneRenderRD::environment_create() {
  2365. return environment_owner.make_rid(Environment());
  2366. }
  2367. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  2368. Environment *env = environment_owner.getornull(p_env);
  2369. ERR_FAIL_COND(!env);
  2370. env->background = p_bg;
  2371. }
  2372. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  2373. Environment *env = environment_owner.getornull(p_env);
  2374. ERR_FAIL_COND(!env);
  2375. env->sky = p_sky;
  2376. }
  2377. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  2378. Environment *env = environment_owner.getornull(p_env);
  2379. ERR_FAIL_COND(!env);
  2380. env->sky_custom_fov = p_scale;
  2381. }
  2382. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  2383. Environment *env = environment_owner.getornull(p_env);
  2384. ERR_FAIL_COND(!env);
  2385. env->sky_orientation = p_orientation;
  2386. }
  2387. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  2388. Environment *env = environment_owner.getornull(p_env);
  2389. ERR_FAIL_COND(!env);
  2390. env->bg_color = p_color;
  2391. }
  2392. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  2393. Environment *env = environment_owner.getornull(p_env);
  2394. ERR_FAIL_COND(!env);
  2395. env->bg_energy = p_energy;
  2396. }
  2397. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  2398. Environment *env = environment_owner.getornull(p_env);
  2399. ERR_FAIL_COND(!env);
  2400. env->canvas_max_layer = p_max_layer;
  2401. }
  2402. void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
  2403. Environment *env = environment_owner.getornull(p_env);
  2404. ERR_FAIL_COND(!env);
  2405. env->ambient_light = p_color;
  2406. env->ambient_source = p_ambient;
  2407. env->ambient_light_energy = p_energy;
  2408. env->ambient_sky_contribution = p_sky_contribution;
  2409. env->reflection_source = p_reflection_source;
  2410. env->ao_color = p_ao_color;
  2411. }
  2412. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  2413. Environment *env = environment_owner.getornull(p_env);
  2414. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  2415. return env->background;
  2416. }
  2417. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  2418. Environment *env = environment_owner.getornull(p_env);
  2419. ERR_FAIL_COND_V(!env, RID());
  2420. return env->sky;
  2421. }
  2422. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  2423. Environment *env = environment_owner.getornull(p_env);
  2424. ERR_FAIL_COND_V(!env, 0);
  2425. return env->sky_custom_fov;
  2426. }
  2427. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  2428. Environment *env = environment_owner.getornull(p_env);
  2429. ERR_FAIL_COND_V(!env, Basis());
  2430. return env->sky_orientation;
  2431. }
  2432. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  2433. Environment *env = environment_owner.getornull(p_env);
  2434. ERR_FAIL_COND_V(!env, Color());
  2435. return env->bg_color;
  2436. }
  2437. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  2438. Environment *env = environment_owner.getornull(p_env);
  2439. ERR_FAIL_COND_V(!env, 0);
  2440. return env->bg_energy;
  2441. }
  2442. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  2443. Environment *env = environment_owner.getornull(p_env);
  2444. ERR_FAIL_COND_V(!env, 0);
  2445. return env->canvas_max_layer;
  2446. }
  2447. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  2448. Environment *env = environment_owner.getornull(p_env);
  2449. ERR_FAIL_COND_V(!env, Color());
  2450. return env->ambient_light;
  2451. }
  2452. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  2453. Environment *env = environment_owner.getornull(p_env);
  2454. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  2455. return env->ambient_source;
  2456. }
  2457. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  2458. Environment *env = environment_owner.getornull(p_env);
  2459. ERR_FAIL_COND_V(!env, 0);
  2460. return env->ambient_light_energy;
  2461. }
  2462. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  2463. Environment *env = environment_owner.getornull(p_env);
  2464. ERR_FAIL_COND_V(!env, 0);
  2465. return env->ambient_sky_contribution;
  2466. }
  2467. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  2468. Environment *env = environment_owner.getornull(p_env);
  2469. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  2470. return env->reflection_source;
  2471. }
  2472. Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
  2473. Environment *env = environment_owner.getornull(p_env);
  2474. ERR_FAIL_COND_V(!env, Color());
  2475. return env->ao_color;
  2476. }
  2477. void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
  2478. Environment *env = environment_owner.getornull(p_env);
  2479. ERR_FAIL_COND(!env);
  2480. env->exposure = p_exposure;
  2481. env->tone_mapper = p_tone_mapper;
  2482. if (!env->auto_exposure && p_auto_exposure) {
  2483. env->auto_exposure_version = ++auto_exposure_counter;
  2484. }
  2485. env->auto_exposure = p_auto_exposure;
  2486. env->white = p_white;
  2487. env->min_luminance = p_min_luminance;
  2488. env->max_luminance = p_max_luminance;
  2489. env->auto_exp_speed = p_auto_exp_speed;
  2490. env->auto_exp_scale = p_auto_exp_scale;
  2491. }
  2492. void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
  2493. Environment *env = environment_owner.getornull(p_env);
  2494. ERR_FAIL_COND(!env);
  2495. ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
  2496. env->glow_enabled = p_enable;
  2497. env->glow_levels = p_levels;
  2498. env->glow_intensity = p_intensity;
  2499. env->glow_strength = p_strength;
  2500. env->glow_mix = p_mix;
  2501. env->glow_bloom = p_bloom_threshold;
  2502. env->glow_blend_mode = p_blend_mode;
  2503. env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
  2504. env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
  2505. env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
  2506. }
  2507. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  2508. glow_bicubic_upscale = p_enable;
  2509. }
  2510. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  2511. glow_high_quality = p_enable;
  2512. }
  2513. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  2514. Environment *env = environment_owner.getornull(p_env);
  2515. ERR_FAIL_COND(!env);
  2516. if (low_end) {
  2517. return;
  2518. }
  2519. env->sdfgi_enabled = p_enable;
  2520. env->sdfgi_cascades = p_cascades;
  2521. env->sdfgi_min_cell_size = p_min_cell_size;
  2522. env->sdfgi_use_occlusion = p_use_occlusion;
  2523. env->sdfgi_use_multibounce = p_use_multibounce;
  2524. env->sdfgi_read_sky_light = p_read_sky;
  2525. env->sdfgi_energy = p_energy;
  2526. env->sdfgi_normal_bias = p_normal_bias;
  2527. env->sdfgi_probe_bias = p_probe_bias;
  2528. env->sdfgi_y_scale = p_y_scale;
  2529. }
  2530. void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
  2531. Environment *env = environment_owner.getornull(p_env);
  2532. ERR_FAIL_COND(!env);
  2533. env->fog_enabled = p_enable;
  2534. env->fog_light_color = p_light_color;
  2535. env->fog_light_energy = p_light_energy;
  2536. env->fog_sun_scatter = p_sun_scatter;
  2537. env->fog_density = p_density;
  2538. env->fog_height = p_height;
  2539. env->fog_height_density = p_height_density;
  2540. env->fog_aerial_perspective = p_fog_aerial_perspective;
  2541. }
  2542. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  2543. const Environment *env = environment_owner.getornull(p_env);
  2544. ERR_FAIL_COND_V(!env, false);
  2545. return env->fog_enabled;
  2546. }
  2547. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  2548. const Environment *env = environment_owner.getornull(p_env);
  2549. ERR_FAIL_COND_V(!env, Color());
  2550. return env->fog_light_color;
  2551. }
  2552. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  2553. const Environment *env = environment_owner.getornull(p_env);
  2554. ERR_FAIL_COND_V(!env, 0);
  2555. return env->fog_light_energy;
  2556. }
  2557. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  2558. const Environment *env = environment_owner.getornull(p_env);
  2559. ERR_FAIL_COND_V(!env, 0);
  2560. return env->fog_sun_scatter;
  2561. }
  2562. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  2563. const Environment *env = environment_owner.getornull(p_env);
  2564. ERR_FAIL_COND_V(!env, 0);
  2565. return env->fog_density;
  2566. }
  2567. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  2568. const Environment *env = environment_owner.getornull(p_env);
  2569. ERR_FAIL_COND_V(!env, 0);
  2570. return env->fog_height;
  2571. }
  2572. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  2573. const Environment *env = environment_owner.getornull(p_env);
  2574. ERR_FAIL_COND_V(!env, 0);
  2575. return env->fog_height_density;
  2576. }
  2577. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  2578. const Environment *env = environment_owner.getornull(p_env);
  2579. ERR_FAIL_COND_V(!env, 0);
  2580. return env->fog_aerial_perspective;
  2581. }
  2582. void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
  2583. Environment *env = environment_owner.getornull(p_env);
  2584. ERR_FAIL_COND(!env);
  2585. if (low_end) {
  2586. return;
  2587. }
  2588. env->volumetric_fog_enabled = p_enable;
  2589. env->volumetric_fog_density = p_density;
  2590. env->volumetric_fog_light = p_light;
  2591. env->volumetric_fog_light_energy = p_light_energy;
  2592. env->volumetric_fog_length = p_length;
  2593. env->volumetric_fog_detail_spread = p_detail_spread;
  2594. env->volumetric_fog_shadow_filter = p_shadow_filter;
  2595. env->volumetric_fog_gi_inject = p_gi_inject;
  2596. }
  2597. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  2598. volumetric_fog_size = p_size;
  2599. volumetric_fog_depth = p_depth;
  2600. }
  2601. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  2602. volumetric_fog_filter_active = p_enable;
  2603. }
  2604. void RendererSceneRenderRD::environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) {
  2605. p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
  2606. if (volumetric_fog_directional_shadow_shrink == (uint32_t)p_shrink_size) {
  2607. return;
  2608. }
  2609. _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
  2610. }
  2611. void RendererSceneRenderRD::environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) {
  2612. p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
  2613. if (volumetric_fog_positional_shadow_shrink == (uint32_t)p_shrink_size) {
  2614. return;
  2615. }
  2616. for (uint32_t i = 0; i < shadow_atlas_owner.get_rid_count(); i++) {
  2617. ShadowAtlas *sa = shadow_atlas_owner.get_ptr_by_index(i);
  2618. _clear_shadow_shrink_stages(sa->shrink_stages);
  2619. }
  2620. }
  2621. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  2622. sdfgi_ray_count = p_ray_count;
  2623. }
  2624. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  2625. sdfgi_frames_to_converge = p_frames;
  2626. }
  2627. void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
  2628. Environment *env = environment_owner.getornull(p_env);
  2629. ERR_FAIL_COND(!env);
  2630. if (low_end) {
  2631. return;
  2632. }
  2633. env->ssr_enabled = p_enable;
  2634. env->ssr_max_steps = p_max_steps;
  2635. env->ssr_fade_in = p_fade_int;
  2636. env->ssr_fade_out = p_fade_out;
  2637. env->ssr_depth_tolerance = p_depth_tolerance;
  2638. }
  2639. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  2640. ssr_roughness_quality = p_quality;
  2641. }
  2642. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  2643. return ssr_roughness_quality;
  2644. }
  2645. void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
  2646. Environment *env = environment_owner.getornull(p_env);
  2647. ERR_FAIL_COND(!env);
  2648. if (low_end) {
  2649. return;
  2650. }
  2651. env->ssao_enabled = p_enable;
  2652. env->ssao_radius = p_radius;
  2653. env->ssao_intensity = p_intensity;
  2654. env->ssao_power = p_power;
  2655. env->ssao_detail = p_detail;
  2656. env->ssao_horizon = p_horizon;
  2657. env->ssao_sharpness = p_sharpness;
  2658. env->ssao_direct_light_affect = p_light_affect;
  2659. env->ssao_ao_channel_affect = p_ao_channel_affect;
  2660. }
  2661. void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  2662. ssao_quality = p_quality;
  2663. ssao_half_size = p_half_size;
  2664. ssao_adaptive_target = p_adaptive_target;
  2665. ssao_blur_passes = p_blur_passes;
  2666. ssao_fadeout_from = p_fadeout_from;
  2667. ssao_fadeout_to = p_fadeout_to;
  2668. }
  2669. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  2670. Environment *env = environment_owner.getornull(p_env);
  2671. ERR_FAIL_COND_V(!env, false);
  2672. return env->ssao_enabled;
  2673. }
  2674. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  2675. Environment *env = environment_owner.getornull(p_env);
  2676. ERR_FAIL_COND_V(!env, 0.0);
  2677. return env->ssao_ao_channel_affect;
  2678. }
  2679. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  2680. Environment *env = environment_owner.getornull(p_env);
  2681. ERR_FAIL_COND_V(!env, 0.0);
  2682. return env->ssao_direct_light_affect;
  2683. }
  2684. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  2685. Environment *env = environment_owner.getornull(p_env);
  2686. ERR_FAIL_COND_V(!env, false);
  2687. return env->ssr_enabled;
  2688. }
  2689. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  2690. Environment *env = environment_owner.getornull(p_env);
  2691. ERR_FAIL_COND_V(!env, false);
  2692. return env->sdfgi_enabled;
  2693. }
  2694. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  2695. return environment_owner.owns(p_env);
  2696. }
  2697. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  2698. Environment *env = environment_owner.getornull(p_env);
  2699. ERR_FAIL_COND_V(!env, Ref<Image>());
  2700. if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
  2701. return Ref<Image>(); //nothing to bake
  2702. }
  2703. if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
  2704. Color color;
  2705. if (env->background == RS::ENV_BG_CLEAR_COLOR) {
  2706. color = storage->get_default_clear_color();
  2707. } else {
  2708. color = env->bg_color;
  2709. }
  2710. color.r *= env->bg_energy;
  2711. color.g *= env->bg_energy;
  2712. color.b *= env->bg_energy;
  2713. Ref<Image> ret;
  2714. ret.instance();
  2715. ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  2716. for (int i = 0; i < p_size.width; i++) {
  2717. for (int j = 0; j < p_size.height; j++) {
  2718. ret->set_pixel(i, j, color);
  2719. }
  2720. }
  2721. return ret;
  2722. }
  2723. if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
  2724. return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  2725. }
  2726. return Ref<Image>();
  2727. }
  2728. ////////////////////////////////////////////////////////////
  2729. RID RendererSceneRenderRD::reflection_atlas_create() {
  2730. ReflectionAtlas ra;
  2731. ra.count = GLOBAL_GET("rendering/quality/reflection_atlas/reflection_count");
  2732. ra.size = GLOBAL_GET("rendering/quality/reflection_atlas/reflection_size");
  2733. return reflection_atlas_owner.make_rid(ra);
  2734. }
  2735. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  2736. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  2737. ERR_FAIL_COND(!ra);
  2738. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  2739. return; //no changes
  2740. }
  2741. ra->size = p_reflection_size;
  2742. ra->count = p_reflection_count;
  2743. if (ra->reflection.is_valid()) {
  2744. //clear and invalidate everything
  2745. RD::get_singleton()->free(ra->reflection);
  2746. ra->reflection = RID();
  2747. RD::get_singleton()->free(ra->depth_buffer);
  2748. ra->depth_buffer = RID();
  2749. for (int i = 0; i < ra->reflections.size(); i++) {
  2750. _clear_reflection_data(ra->reflections.write[i].data);
  2751. if (ra->reflections[i].owner.is_null()) {
  2752. continue;
  2753. }
  2754. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  2755. //rp->atlasindex clear
  2756. }
  2757. ra->reflections.clear();
  2758. }
  2759. }
  2760. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  2761. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  2762. ERR_FAIL_COND_V(!ra, 0);
  2763. return ra->size;
  2764. }
  2765. ////////////////////////
  2766. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  2767. ReflectionProbeInstance rpi;
  2768. rpi.probe = p_probe;
  2769. return reflection_probe_instance_owner.make_rid(rpi);
  2770. }
  2771. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
  2772. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2773. ERR_FAIL_COND(!rpi);
  2774. rpi->transform = p_transform;
  2775. rpi->dirty = true;
  2776. }
  2777. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  2778. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2779. ERR_FAIL_COND(!rpi);
  2780. if (rpi->atlas.is_null()) {
  2781. return; //nothing to release
  2782. }
  2783. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  2784. ERR_FAIL_COND(!atlas);
  2785. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  2786. atlas->reflections.write[rpi->atlas_index].owner = RID();
  2787. rpi->atlas_index = -1;
  2788. rpi->atlas = RID();
  2789. }
  2790. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  2791. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2792. ERR_FAIL_COND_V(!rpi, false);
  2793. if (rpi->rendering) {
  2794. return false;
  2795. }
  2796. if (rpi->dirty) {
  2797. return true;
  2798. }
  2799. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  2800. return true;
  2801. }
  2802. return rpi->atlas_index == -1;
  2803. }
  2804. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  2805. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2806. ERR_FAIL_COND_V(!rpi, false);
  2807. return rpi->atlas.is_valid();
  2808. }
  2809. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  2810. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
  2811. ERR_FAIL_COND_V(!atlas, false);
  2812. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2813. ERR_FAIL_COND_V(!rpi, false);
  2814. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  2815. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  2816. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  2817. }
  2818. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
  2819. // Invalidate reflection atlas, need to regenerate
  2820. RD::get_singleton()->free(atlas->reflection);
  2821. atlas->reflection = RID();
  2822. for (int i = 0; i < atlas->reflections.size(); i++) {
  2823. if (atlas->reflections[i].owner.is_null()) {
  2824. continue;
  2825. }
  2826. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  2827. }
  2828. atlas->reflections.clear();
  2829. }
  2830. if (atlas->reflection.is_null()) {
  2831. int mipmaps = MIN(roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  2832. mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  2833. {
  2834. //reflection atlas was unused, create:
  2835. RD::TextureFormat tf;
  2836. tf.array_layers = 6 * atlas->count;
  2837. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2838. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  2839. tf.mipmaps = mipmaps;
  2840. tf.width = atlas->size;
  2841. tf.height = atlas->size;
  2842. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2843. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2844. }
  2845. {
  2846. RD::TextureFormat tf;
  2847. 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;
  2848. tf.width = atlas->size;
  2849. tf.height = atlas->size;
  2850. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  2851. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2852. }
  2853. atlas->reflections.resize(atlas->count);
  2854. for (int i = 0; i < atlas->count; i++) {
  2855. _update_reflection_data(atlas->reflections.write[i].data, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS);
  2856. for (int j = 0; j < 6; j++) {
  2857. Vector<RID> fb;
  2858. fb.push_back(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j]);
  2859. fb.push_back(atlas->depth_buffer);
  2860. atlas->reflections.write[i].fbs[j] = RD::get_singleton()->framebuffer_create(fb);
  2861. }
  2862. }
  2863. Vector<RID> fb;
  2864. fb.push_back(atlas->depth_buffer);
  2865. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  2866. }
  2867. if (rpi->atlas_index == -1) {
  2868. for (int i = 0; i < atlas->reflections.size(); i++) {
  2869. if (atlas->reflections[i].owner.is_null()) {
  2870. rpi->atlas_index = i;
  2871. break;
  2872. }
  2873. }
  2874. //find the one used last
  2875. if (rpi->atlas_index == -1) {
  2876. //everything is in use, find the one least used via LRU
  2877. uint64_t pass_min = 0;
  2878. for (int i = 0; i < atlas->reflections.size(); i++) {
  2879. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner);
  2880. if (rpi2->last_pass < pass_min) {
  2881. pass_min = rpi2->last_pass;
  2882. rpi->atlas_index = i;
  2883. }
  2884. }
  2885. }
  2886. }
  2887. rpi->atlas = p_reflection_atlas;
  2888. rpi->rendering = true;
  2889. rpi->dirty = false;
  2890. rpi->processing_layer = 1;
  2891. rpi->processing_side = 0;
  2892. return true;
  2893. }
  2894. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  2895. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2896. ERR_FAIL_COND_V(!rpi, false);
  2897. ERR_FAIL_COND_V(!rpi->rendering, false);
  2898. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  2899. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  2900. if (!atlas || rpi->atlas_index == -1) {
  2901. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  2902. rpi->rendering = false;
  2903. return false;
  2904. }
  2905. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  2906. // Using real time reflections, all roughness is done in one step
  2907. _create_reflection_fast_filter(atlas->reflections.write[rpi->atlas_index].data, false);
  2908. rpi->rendering = false;
  2909. rpi->processing_side = 0;
  2910. rpi->processing_layer = 1;
  2911. return true;
  2912. }
  2913. if (rpi->processing_layer > 1) {
  2914. _create_reflection_importance_sample(atlas->reflections.write[rpi->atlas_index].data, false, 10, rpi->processing_layer);
  2915. rpi->processing_layer++;
  2916. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  2917. rpi->rendering = false;
  2918. rpi->processing_side = 0;
  2919. rpi->processing_layer = 1;
  2920. return true;
  2921. }
  2922. return false;
  2923. } else {
  2924. _create_reflection_importance_sample(atlas->reflections.write[rpi->atlas_index].data, false, rpi->processing_side, rpi->processing_layer);
  2925. }
  2926. rpi->processing_side++;
  2927. if (rpi->processing_side == 6) {
  2928. rpi->processing_side = 0;
  2929. rpi->processing_layer++;
  2930. }
  2931. return false;
  2932. }
  2933. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  2934. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2935. ERR_FAIL_COND_V(!rpi, 0);
  2936. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  2937. ERR_FAIL_COND_V(!atlas, 0);
  2938. return atlas->size;
  2939. }
  2940. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  2941. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2942. ERR_FAIL_COND_V(!rpi, RID());
  2943. ERR_FAIL_INDEX_V(p_index, 6, RID());
  2944. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  2945. ERR_FAIL_COND_V(!atlas, RID());
  2946. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  2947. }
  2948. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  2949. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  2950. ERR_FAIL_COND_V(!rpi, RID());
  2951. ERR_FAIL_INDEX_V(p_index, 6, RID());
  2952. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  2953. ERR_FAIL_COND_V(!atlas, RID());
  2954. return atlas->depth_fb;
  2955. }
  2956. ///////////////////////////////////////////////////////////
  2957. RID RendererSceneRenderRD::shadow_atlas_create() {
  2958. return shadow_atlas_owner.make_rid(ShadowAtlas());
  2959. }
  2960. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
  2961. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  2962. ERR_FAIL_COND(!shadow_atlas);
  2963. ERR_FAIL_COND(p_size < 0);
  2964. p_size = next_power_of_2(p_size);
  2965. if (p_size == shadow_atlas->size) {
  2966. return;
  2967. }
  2968. // erasing atlas
  2969. if (shadow_atlas->depth.is_valid()) {
  2970. RD::get_singleton()->free(shadow_atlas->depth);
  2971. shadow_atlas->depth = RID();
  2972. _clear_shadow_shrink_stages(shadow_atlas->shrink_stages);
  2973. }
  2974. for (int i = 0; i < 4; i++) {
  2975. //clear subdivisions
  2976. shadow_atlas->quadrants[i].shadows.resize(0);
  2977. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  2978. }
  2979. //erase shadow atlas reference from lights
  2980. for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
  2981. LightInstance *li = light_instance_owner.getornull(E->key());
  2982. ERR_CONTINUE(!li);
  2983. li->shadow_atlases.erase(p_atlas);
  2984. }
  2985. //clear owners
  2986. shadow_atlas->shadow_owners.clear();
  2987. shadow_atlas->size = p_size;
  2988. if (shadow_atlas->size) {
  2989. RD::TextureFormat tf;
  2990. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2991. tf.width = shadow_atlas->size;
  2992. tf.height = shadow_atlas->size;
  2993. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2994. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2995. }
  2996. }
  2997. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  2998. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  2999. ERR_FAIL_COND(!shadow_atlas);
  3000. ERR_FAIL_INDEX(p_quadrant, 4);
  3001. ERR_FAIL_INDEX(p_subdivision, 16384);
  3002. uint32_t subdiv = next_power_of_2(p_subdivision);
  3003. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  3004. subdiv <<= 1;
  3005. }
  3006. subdiv = int(Math::sqrt((float)subdiv));
  3007. //obtain the number that will be x*x
  3008. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  3009. return;
  3010. }
  3011. //erase all data from quadrant
  3012. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  3013. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  3014. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  3015. LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  3016. ERR_CONTINUE(!li);
  3017. li->shadow_atlases.erase(p_atlas);
  3018. }
  3019. }
  3020. shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
  3021. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  3022. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  3023. //cache the smallest subdiv (for faster allocation in light update)
  3024. shadow_atlas->smallest_subdiv = 1 << 30;
  3025. for (int i = 0; i < 4; i++) {
  3026. if (shadow_atlas->quadrants[i].subdivision) {
  3027. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  3028. }
  3029. }
  3030. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  3031. shadow_atlas->smallest_subdiv = 0;
  3032. }
  3033. //resort the size orders, simple bublesort for 4 elements..
  3034. int swaps = 0;
  3035. do {
  3036. swaps = 0;
  3037. for (int i = 0; i < 3; i++) {
  3038. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  3039. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  3040. swaps++;
  3041. }
  3042. }
  3043. } while (swaps > 0);
  3044. }
  3045. bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
  3046. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  3047. int qidx = p_in_quadrants[i];
  3048. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  3049. return false;
  3050. }
  3051. //look for an empty space
  3052. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  3053. ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
  3054. int found_free_idx = -1; //found a free one
  3055. int found_used_idx = -1; //found existing one, must steal it
  3056. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  3057. for (int j = 0; j < sc; j++) {
  3058. if (!sarr[j].owner.is_valid()) {
  3059. found_free_idx = j;
  3060. break;
  3061. }
  3062. LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
  3063. ERR_CONTINUE(!sli);
  3064. if (sli->last_scene_pass != scene_pass) {
  3065. //was just allocated, don't kill it so soon, wait a bit..
  3066. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  3067. continue;
  3068. }
  3069. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  3070. found_used_idx = j;
  3071. min_pass = sli->last_scene_pass;
  3072. }
  3073. }
  3074. }
  3075. if (found_free_idx == -1 && found_used_idx == -1) {
  3076. continue; //nothing found
  3077. }
  3078. if (found_free_idx == -1 && found_used_idx != -1) {
  3079. found_free_idx = found_used_idx;
  3080. }
  3081. r_quadrant = qidx;
  3082. r_shadow = found_free_idx;
  3083. return true;
  3084. }
  3085. return false;
  3086. }
  3087. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
  3088. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  3089. ERR_FAIL_COND_V(!shadow_atlas, false);
  3090. LightInstance *li = light_instance_owner.getornull(p_light_intance);
  3091. ERR_FAIL_COND_V(!li, false);
  3092. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  3093. return false;
  3094. }
  3095. uint32_t quad_size = shadow_atlas->size >> 1;
  3096. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  3097. int valid_quadrants[4];
  3098. int valid_quadrant_count = 0;
  3099. int best_size = -1; //best size found
  3100. int best_subdiv = -1; //subdiv for the best size
  3101. //find the quadrants this fits into, and the best possible size it can fit into
  3102. for (int i = 0; i < 4; i++) {
  3103. int q = shadow_atlas->size_order[i];
  3104. int sd = shadow_atlas->quadrants[q].subdivision;
  3105. if (sd == 0) {
  3106. continue; //unused
  3107. }
  3108. int max_fit = quad_size / sd;
  3109. if (best_size != -1 && max_fit > best_size) {
  3110. break; //too large
  3111. }
  3112. valid_quadrants[valid_quadrant_count++] = q;
  3113. best_subdiv = sd;
  3114. if (max_fit >= desired_fit) {
  3115. best_size = max_fit;
  3116. }
  3117. }
  3118. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  3119. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  3120. //see if it already exists
  3121. if (shadow_atlas->shadow_owners.has(p_light_intance)) {
  3122. //it does!
  3123. uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
  3124. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3125. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3126. bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
  3127. bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
  3128. if (!should_realloc) {
  3129. shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
  3130. //already existing, see if it should redraw or it's just OK
  3131. return should_redraw;
  3132. }
  3133. int new_quadrant, new_shadow;
  3134. //find a better place
  3135. if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
  3136. //found a better place!
  3137. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  3138. if (sh->owner.is_valid()) {
  3139. //is taken, but is invalid, erasing it
  3140. shadow_atlas->shadow_owners.erase(sh->owner);
  3141. LightInstance *sli = light_instance_owner.getornull(sh->owner);
  3142. sli->shadow_atlases.erase(p_atlas);
  3143. }
  3144. //erase previous
  3145. shadow_atlas->quadrants[q].shadows.write[s].version = 0;
  3146. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  3147. sh->owner = p_light_intance;
  3148. sh->alloc_tick = tick;
  3149. sh->version = p_light_version;
  3150. li->shadow_atlases.insert(p_atlas);
  3151. //make new key
  3152. key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  3153. key |= new_shadow;
  3154. //update it in map
  3155. shadow_atlas->shadow_owners[p_light_intance] = key;
  3156. //make it dirty, as it should redraw anyway
  3157. return true;
  3158. }
  3159. //no better place for this shadow found, keep current
  3160. //already existing, see if it should redraw or it's just OK
  3161. shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
  3162. return should_redraw;
  3163. }
  3164. int new_quadrant, new_shadow;
  3165. //find a better place
  3166. if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
  3167. //found a better place!
  3168. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  3169. if (sh->owner.is_valid()) {
  3170. //is taken, but is invalid, erasing it
  3171. shadow_atlas->shadow_owners.erase(sh->owner);
  3172. LightInstance *sli = light_instance_owner.getornull(sh->owner);
  3173. sli->shadow_atlases.erase(p_atlas);
  3174. }
  3175. sh->owner = p_light_intance;
  3176. sh->alloc_tick = tick;
  3177. sh->version = p_light_version;
  3178. li->shadow_atlases.insert(p_atlas);
  3179. //make new key
  3180. uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  3181. key |= new_shadow;
  3182. //update it in map
  3183. shadow_atlas->shadow_owners[p_light_intance] = key;
  3184. //make it dirty, as it should redraw anyway
  3185. return true;
  3186. }
  3187. //no place to allocate this light, apologies
  3188. return false;
  3189. }
  3190. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size) {
  3191. p_size = nearest_power_of_2_templated(p_size);
  3192. if (directional_shadow.size == p_size) {
  3193. return;
  3194. }
  3195. directional_shadow.size = p_size;
  3196. if (directional_shadow.depth.is_valid()) {
  3197. RD::get_singleton()->free(directional_shadow.depth);
  3198. _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
  3199. directional_shadow.depth = RID();
  3200. }
  3201. if (p_size > 0) {
  3202. RD::TextureFormat tf;
  3203. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3204. tf.width = p_size;
  3205. tf.height = p_size;
  3206. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  3207. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3208. }
  3209. _base_uniforms_changed();
  3210. }
  3211. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  3212. directional_shadow.light_count = p_count;
  3213. directional_shadow.current_light = 0;
  3214. }
  3215. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  3216. int split_h = 1;
  3217. int split_v = 1;
  3218. while (split_h * split_v < p_shadow_count) {
  3219. if (split_h == split_v) {
  3220. split_h <<= 1;
  3221. } else {
  3222. split_v <<= 1;
  3223. }
  3224. }
  3225. Rect2i rect(0, 0, p_size, p_size);
  3226. rect.size.width /= split_h;
  3227. rect.size.height /= split_v;
  3228. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  3229. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  3230. return rect;
  3231. }
  3232. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  3233. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  3234. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  3235. LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
  3236. ERR_FAIL_COND_V(!light_instance, 0);
  3237. switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
  3238. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  3239. break; //none
  3240. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  3241. r.size.height /= 2;
  3242. break;
  3243. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  3244. r.size /= 2;
  3245. break;
  3246. }
  3247. return MAX(r.size.width, r.size.height);
  3248. }
  3249. //////////////////////////////////////////////////
  3250. RID RendererSceneRenderRD::camera_effects_create() {
  3251. return camera_effects_owner.make_rid(CameraEffects());
  3252. }
  3253. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  3254. dof_blur_quality = p_quality;
  3255. dof_blur_use_jitter = p_use_jitter;
  3256. }
  3257. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  3258. dof_blur_bokeh_shape = p_shape;
  3259. }
  3260. void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
  3261. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  3262. ERR_FAIL_COND(!camfx);
  3263. camfx->dof_blur_far_enabled = p_far_enable;
  3264. camfx->dof_blur_far_distance = p_far_distance;
  3265. camfx->dof_blur_far_transition = p_far_transition;
  3266. camfx->dof_blur_near_enabled = p_near_enable;
  3267. camfx->dof_blur_near_distance = p_near_distance;
  3268. camfx->dof_blur_near_transition = p_near_transition;
  3269. camfx->dof_blur_amount = p_amount;
  3270. }
  3271. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  3272. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  3273. ERR_FAIL_COND(!camfx);
  3274. camfx->override_exposure_enabled = p_enable;
  3275. camfx->override_exposure = p_exposure;
  3276. }
  3277. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  3278. RID li = light_instance_owner.make_rid(LightInstance());
  3279. LightInstance *light_instance = light_instance_owner.getornull(li);
  3280. light_instance->self = li;
  3281. light_instance->light = p_light;
  3282. light_instance->light_type = storage->light_get_type(p_light);
  3283. return li;
  3284. }
  3285. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
  3286. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  3287. ERR_FAIL_COND(!light_instance);
  3288. light_instance->transform = p_transform;
  3289. }
  3290. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  3291. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  3292. ERR_FAIL_COND(!light_instance);
  3293. light_instance->aabb = p_aabb;
  3294. }
  3295. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
  3296. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  3297. ERR_FAIL_COND(!light_instance);
  3298. if (storage->light_get_type(light_instance->light) != RS::LIGHT_DIRECTIONAL) {
  3299. p_pass = 0;
  3300. }
  3301. ERR_FAIL_INDEX(p_pass, 4);
  3302. light_instance->shadow_transform[p_pass].camera = p_projection;
  3303. light_instance->shadow_transform[p_pass].transform = p_transform;
  3304. light_instance->shadow_transform[p_pass].farplane = p_far;
  3305. light_instance->shadow_transform[p_pass].split = p_split;
  3306. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  3307. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  3308. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  3309. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  3310. }
  3311. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  3312. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  3313. ERR_FAIL_COND(!light_instance);
  3314. light_instance->last_scene_pass = scene_pass;
  3315. }
  3316. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  3317. if (!shadow_cubemaps.has(p_size)) {
  3318. ShadowCubemap sc;
  3319. {
  3320. RD::TextureFormat tf;
  3321. 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;
  3322. tf.width = p_size;
  3323. tf.height = p_size;
  3324. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  3325. tf.array_layers = 6;
  3326. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  3327. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3328. }
  3329. for (int i = 0; i < 6; i++) {
  3330. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  3331. Vector<RID> fbtex;
  3332. fbtex.push_back(side_texture);
  3333. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  3334. }
  3335. shadow_cubemaps[p_size] = sc;
  3336. }
  3337. return &shadow_cubemaps[p_size];
  3338. }
  3339. RendererSceneRenderRD::ShadowMap *RendererSceneRenderRD::_get_shadow_map(const Size2i &p_size) {
  3340. if (!shadow_maps.has(p_size)) {
  3341. ShadowMap sm;
  3342. {
  3343. RD::TextureFormat tf;
  3344. 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;
  3345. tf.width = p_size.width;
  3346. tf.height = p_size.height;
  3347. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  3348. sm.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3349. }
  3350. Vector<RID> fbtex;
  3351. fbtex.push_back(sm.depth);
  3352. sm.fb = RD::get_singleton()->framebuffer_create(fbtex);
  3353. shadow_maps[p_size] = sm;
  3354. }
  3355. return &shadow_maps[p_size];
  3356. }
  3357. //////////////////////////
  3358. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  3359. DecalInstance di;
  3360. di.decal = p_decal;
  3361. return decal_instance_owner.make_rid(di);
  3362. }
  3363. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform &p_transform) {
  3364. DecalInstance *di = decal_instance_owner.getornull(p_decal);
  3365. ERR_FAIL_COND(!di);
  3366. di->transform = p_transform;
  3367. }
  3368. /////////////////////////////////
  3369. RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) {
  3370. GIProbeInstance gi_probe;
  3371. gi_probe.probe = p_base;
  3372. RID rid = gi_probe_instance_owner.make_rid(gi_probe);
  3373. return rid;
  3374. }
  3375. void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
  3376. GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
  3377. ERR_FAIL_COND(!gi_probe);
  3378. gi_probe->transform = p_xform;
  3379. }
  3380. bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
  3381. GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
  3382. ERR_FAIL_COND_V(!gi_probe, false);
  3383. if (low_end) {
  3384. return false;
  3385. }
  3386. //return true;
  3387. return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe);
  3388. }
  3389. void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<InstanceBase *> &p_dynamic_objects) {
  3390. GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
  3391. ERR_FAIL_COND(!gi_probe);
  3392. if (low_end) {
  3393. return;
  3394. }
  3395. uint32_t data_version = storage->gi_probe_get_data_version(gi_probe->probe);
  3396. // (RE)CREATE IF NEEDED
  3397. if (gi_probe->last_probe_data_version != data_version) {
  3398. //need to re-create everything
  3399. if (gi_probe->texture.is_valid()) {
  3400. RD::get_singleton()->free(gi_probe->texture);
  3401. RD::get_singleton()->free(gi_probe->write_buffer);
  3402. gi_probe->mipmaps.clear();
  3403. }
  3404. for (int i = 0; i < gi_probe->dynamic_maps.size(); i++) {
  3405. RD::get_singleton()->free(gi_probe->dynamic_maps[i].texture);
  3406. RD::get_singleton()->free(gi_probe->dynamic_maps[i].depth);
  3407. }
  3408. gi_probe->dynamic_maps.clear();
  3409. Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
  3410. if (octree_size != Vector3i()) {
  3411. //can create a 3D texture
  3412. Vector<int> levels = storage->gi_probe_get_level_counts(gi_probe->probe);
  3413. RD::TextureFormat tf;
  3414. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3415. tf.width = octree_size.x;
  3416. tf.height = octree_size.y;
  3417. tf.depth = octree_size.z;
  3418. tf.texture_type = RD::TEXTURE_TYPE_3D;
  3419. tf.mipmaps = levels.size();
  3420. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3421. gi_probe->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3422. RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1, false);
  3423. {
  3424. int total_elements = 0;
  3425. for (int i = 0; i < levels.size(); i++) {
  3426. total_elements += levels[i];
  3427. }
  3428. gi_probe->write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16);
  3429. }
  3430. for (int i = 0; i < levels.size(); i++) {
  3431. GIProbeInstance::Mipmap mipmap;
  3432. mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), gi_probe->texture, 0, i, RD::TEXTURE_SLICE_3D);
  3433. mipmap.level = levels.size() - i - 1;
  3434. mipmap.cell_offset = 0;
  3435. for (uint32_t j = 0; j < mipmap.level; j++) {
  3436. mipmap.cell_offset += levels[j];
  3437. }
  3438. mipmap.cell_count = levels[mipmap.level];
  3439. Vector<RD::Uniform> uniforms;
  3440. {
  3441. RD::Uniform u;
  3442. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3443. u.binding = 1;
  3444. u.ids.push_back(storage->gi_probe_get_octree_buffer(gi_probe->probe));
  3445. uniforms.push_back(u);
  3446. }
  3447. {
  3448. RD::Uniform u;
  3449. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3450. u.binding = 2;
  3451. u.ids.push_back(storage->gi_probe_get_data_buffer(gi_probe->probe));
  3452. uniforms.push_back(u);
  3453. }
  3454. {
  3455. RD::Uniform u;
  3456. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3457. u.binding = 4;
  3458. u.ids.push_back(gi_probe->write_buffer);
  3459. uniforms.push_back(u);
  3460. }
  3461. {
  3462. RD::Uniform u;
  3463. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3464. u.binding = 9;
  3465. u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
  3466. uniforms.push_back(u);
  3467. }
  3468. {
  3469. RD::Uniform u;
  3470. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3471. u.binding = 10;
  3472. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3473. uniforms.push_back(u);
  3474. }
  3475. {
  3476. Vector<RD::Uniform> copy_uniforms = uniforms;
  3477. if (i == 0) {
  3478. {
  3479. RD::Uniform u;
  3480. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3481. u.binding = 3;
  3482. u.ids.push_back(gi_probe_lights_uniform);
  3483. copy_uniforms.push_back(u);
  3484. }
  3485. mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT], 0);
  3486. copy_uniforms = uniforms; //restore
  3487. {
  3488. RD::Uniform u;
  3489. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3490. u.binding = 5;
  3491. u.ids.push_back(gi_probe->texture);
  3492. copy_uniforms.push_back(u);
  3493. }
  3494. mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
  3495. } else {
  3496. mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP], 0);
  3497. }
  3498. }
  3499. {
  3500. RD::Uniform u;
  3501. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3502. u.binding = 5;
  3503. u.ids.push_back(mipmap.texture);
  3504. uniforms.push_back(u);
  3505. }
  3506. mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE], 0);
  3507. gi_probe->mipmaps.push_back(mipmap);
  3508. }
  3509. {
  3510. uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
  3511. uint32_t oversample = nearest_power_of_2_templated(4);
  3512. int mipmap_index = 0;
  3513. while (mipmap_index < gi_probe->mipmaps.size()) {
  3514. GIProbeInstance::DynamicMap dmap;
  3515. if (oversample > 0) {
  3516. dmap.size = dynamic_map_size * (1 << oversample);
  3517. dmap.mipmap = -1;
  3518. oversample--;
  3519. } else {
  3520. dmap.size = dynamic_map_size >> mipmap_index;
  3521. dmap.mipmap = mipmap_index;
  3522. mipmap_index++;
  3523. }
  3524. RD::TextureFormat dtf;
  3525. dtf.width = dmap.size;
  3526. dtf.height = dmap.size;
  3527. dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3528. dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  3529. if (gi_probe->dynamic_maps.size() == 0) {
  3530. dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  3531. }
  3532. dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  3533. if (gi_probe->dynamic_maps.size() == 0) {
  3534. //render depth for first one
  3535. dtf.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;
  3536. dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  3537. dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  3538. }
  3539. //just use depth as-is
  3540. dtf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3541. dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  3542. dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  3543. if (gi_probe->dynamic_maps.size() == 0) {
  3544. dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3545. dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  3546. dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  3547. dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  3548. dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  3549. Vector<RID> fb;
  3550. fb.push_back(dmap.albedo);
  3551. fb.push_back(dmap.normal);
  3552. fb.push_back(dmap.orm);
  3553. fb.push_back(dmap.texture); //emission
  3554. fb.push_back(dmap.depth);
  3555. fb.push_back(dmap.fb_depth);
  3556. dmap.fb = RD::get_singleton()->framebuffer_create(fb);
  3557. {
  3558. Vector<RD::Uniform> uniforms;
  3559. {
  3560. RD::Uniform u;
  3561. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3562. u.binding = 3;
  3563. u.ids.push_back(gi_probe_lights_uniform);
  3564. uniforms.push_back(u);
  3565. }
  3566. {
  3567. RD::Uniform u;
  3568. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3569. u.binding = 5;
  3570. u.ids.push_back(dmap.albedo);
  3571. uniforms.push_back(u);
  3572. }
  3573. {
  3574. RD::Uniform u;
  3575. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3576. u.binding = 6;
  3577. u.ids.push_back(dmap.normal);
  3578. uniforms.push_back(u);
  3579. }
  3580. {
  3581. RD::Uniform u;
  3582. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3583. u.binding = 7;
  3584. u.ids.push_back(dmap.orm);
  3585. uniforms.push_back(u);
  3586. }
  3587. {
  3588. RD::Uniform u;
  3589. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3590. u.binding = 8;
  3591. u.ids.push_back(dmap.fb_depth);
  3592. uniforms.push_back(u);
  3593. }
  3594. {
  3595. RD::Uniform u;
  3596. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3597. u.binding = 9;
  3598. u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
  3599. uniforms.push_back(u);
  3600. }
  3601. {
  3602. RD::Uniform u;
  3603. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3604. u.binding = 10;
  3605. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3606. uniforms.push_back(u);
  3607. }
  3608. {
  3609. RD::Uniform u;
  3610. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3611. u.binding = 11;
  3612. u.ids.push_back(dmap.texture);
  3613. uniforms.push_back(u);
  3614. }
  3615. {
  3616. RD::Uniform u;
  3617. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3618. u.binding = 12;
  3619. u.ids.push_back(dmap.depth);
  3620. uniforms.push_back(u);
  3621. }
  3622. dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
  3623. }
  3624. } else {
  3625. bool plot = dmap.mipmap >= 0;
  3626. bool write = dmap.mipmap < (gi_probe->mipmaps.size() - 1);
  3627. Vector<RD::Uniform> uniforms;
  3628. {
  3629. RD::Uniform u;
  3630. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3631. u.binding = 5;
  3632. u.ids.push_back(gi_probe->dynamic_maps[gi_probe->dynamic_maps.size() - 1].texture);
  3633. uniforms.push_back(u);
  3634. }
  3635. {
  3636. RD::Uniform u;
  3637. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3638. u.binding = 6;
  3639. u.ids.push_back(gi_probe->dynamic_maps[gi_probe->dynamic_maps.size() - 1].depth);
  3640. uniforms.push_back(u);
  3641. }
  3642. if (write) {
  3643. {
  3644. RD::Uniform u;
  3645. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3646. u.binding = 7;
  3647. u.ids.push_back(dmap.texture);
  3648. uniforms.push_back(u);
  3649. }
  3650. {
  3651. RD::Uniform u;
  3652. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3653. u.binding = 8;
  3654. u.ids.push_back(dmap.depth);
  3655. uniforms.push_back(u);
  3656. }
  3657. }
  3658. {
  3659. RD::Uniform u;
  3660. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3661. u.binding = 9;
  3662. u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
  3663. uniforms.push_back(u);
  3664. }
  3665. {
  3666. RD::Uniform u;
  3667. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3668. u.binding = 10;
  3669. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3670. uniforms.push_back(u);
  3671. }
  3672. if (plot) {
  3673. {
  3674. RD::Uniform u;
  3675. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3676. u.binding = 11;
  3677. u.ids.push_back(gi_probe->mipmaps[dmap.mipmap].texture);
  3678. uniforms.push_back(u);
  3679. }
  3680. }
  3681. dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[(write && plot) ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : write ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT], 0);
  3682. }
  3683. gi_probe->dynamic_maps.push_back(dmap);
  3684. }
  3685. }
  3686. }
  3687. gi_probe->last_probe_data_version = data_version;
  3688. p_update_light_instances = true; //just in case
  3689. _base_uniforms_changed();
  3690. }
  3691. // UDPDATE TIME
  3692. if (gi_probe->has_dynamic_object_data) {
  3693. //if it has dynamic object data, it needs to be cleared
  3694. RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, gi_probe->mipmaps.size(), 0, 1, true);
  3695. }
  3696. uint32_t light_count = 0;
  3697. if (p_update_light_instances || p_dynamic_objects.size() > 0) {
  3698. light_count = MIN(gi_probe_max_lights, (uint32_t)p_light_instances.size());
  3699. {
  3700. Transform to_cell = storage->gi_probe_get_to_cell_xform(gi_probe->probe);
  3701. Transform to_probe_xform = (gi_probe->transform * to_cell.affine_inverse()).affine_inverse();
  3702. //update lights
  3703. for (uint32_t i = 0; i < light_count; i++) {
  3704. GIProbeLight &l = gi_probe_lights[i];
  3705. RID light_instance = p_light_instances[i];
  3706. RID light = light_instance_get_base_light(light_instance);
  3707. l.type = storage->light_get_type(light);
  3708. if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
  3709. light_count--;
  3710. continue;
  3711. }
  3712. l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
  3713. l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  3714. l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
  3715. Color color = storage->light_get_color(light).to_linear();
  3716. l.color[0] = color.r;
  3717. l.color[1] = color.g;
  3718. l.color[2] = color.b;
  3719. l.spot_angle_radians = Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE));
  3720. l.spot_attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  3721. Transform xform = light_instance_get_base_transform(light_instance);
  3722. Vector3 pos = to_probe_xform.xform(xform.origin);
  3723. Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_axis(2)).normalized();
  3724. l.position[0] = pos.x;
  3725. l.position[1] = pos.y;
  3726. l.position[2] = pos.z;
  3727. l.direction[0] = dir.x;
  3728. l.direction[1] = dir.y;
  3729. l.direction[2] = dir.z;
  3730. l.has_shadow = storage->light_has_shadow(light);
  3731. }
  3732. RD::get_singleton()->buffer_update(gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi_probe_lights, true);
  3733. }
  3734. }
  3735. if (gi_probe->has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
  3736. // PROCESS MIPMAPS
  3737. if (gi_probe->mipmaps.size()) {
  3738. //can update mipmaps
  3739. Vector3i probe_size = storage->gi_probe_get_octree_size(gi_probe->probe);
  3740. GIProbePushConstant push_constant;
  3741. push_constant.limits[0] = probe_size.x;
  3742. push_constant.limits[1] = probe_size.y;
  3743. push_constant.limits[2] = probe_size.z;
  3744. push_constant.stack_size = gi_probe->mipmaps.size();
  3745. push_constant.emission_scale = 1.0;
  3746. push_constant.propagation = storage->gi_probe_get_propagation(gi_probe->probe);
  3747. push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
  3748. push_constant.light_count = light_count;
  3749. push_constant.aniso_strength = 0;
  3750. /* print_line("probe update to version " + itos(gi_probe->last_probe_version));
  3751. print_line("propagation " + rtos(push_constant.propagation));
  3752. print_line("dynrange " + rtos(push_constant.dynamic_range));
  3753. */
  3754. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3755. int passes;
  3756. if (p_update_light_instances) {
  3757. passes = storage->gi_probe_is_using_two_bounces(gi_probe->probe) ? 2 : 1;
  3758. } else {
  3759. passes = 1; //only re-blitting is necessary
  3760. }
  3761. int wg_size = 64;
  3762. int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
  3763. for (int pass = 0; pass < passes; pass++) {
  3764. if (p_update_light_instances) {
  3765. for (int i = 0; i < gi_probe->mipmaps.size(); i++) {
  3766. if (i == 0) {
  3767. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[pass == 0 ? GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT : GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
  3768. } else if (i == 1) {
  3769. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP]);
  3770. }
  3771. if (pass == 1 || i > 0) {
  3772. RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
  3773. }
  3774. if (pass == 0 || i > 0) {
  3775. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].uniform_set, 0);
  3776. } else {
  3777. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].second_bounce_uniform_set, 0);
  3778. }
  3779. push_constant.cell_offset = gi_probe->mipmaps[i].cell_offset;
  3780. push_constant.cell_count = gi_probe->mipmaps[i].cell_count;
  3781. int wg_todo = (gi_probe->mipmaps[i].cell_count - 1) / wg_size + 1;
  3782. while (wg_todo) {
  3783. int wg_count = MIN(wg_todo, wg_limit_x);
  3784. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
  3785. RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
  3786. wg_todo -= wg_count;
  3787. push_constant.cell_offset += wg_count * wg_size;
  3788. }
  3789. }
  3790. RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
  3791. }
  3792. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE]);
  3793. for (int i = 0; i < gi_probe->mipmaps.size(); i++) {
  3794. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].write_uniform_set, 0);
  3795. push_constant.cell_offset = gi_probe->mipmaps[i].cell_offset;
  3796. push_constant.cell_count = gi_probe->mipmaps[i].cell_count;
  3797. int wg_todo = (gi_probe->mipmaps[i].cell_count - 1) / wg_size + 1;
  3798. while (wg_todo) {
  3799. int wg_count = MIN(wg_todo, wg_limit_x);
  3800. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
  3801. RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
  3802. wg_todo -= wg_count;
  3803. push_constant.cell_offset += wg_count * wg_size;
  3804. }
  3805. }
  3806. }
  3807. RD::get_singleton()->compute_list_end();
  3808. }
  3809. }
  3810. gi_probe->has_dynamic_object_data = false; //clear until dynamic object data is used again
  3811. if (p_dynamic_objects.size() && gi_probe->dynamic_maps.size()) {
  3812. Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
  3813. int multiplier = gi_probe->dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
  3814. Transform oversample_scale;
  3815. oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
  3816. Transform to_cell = oversample_scale * storage->gi_probe_get_to_cell_xform(gi_probe->probe);
  3817. Transform to_world_xform = gi_probe->transform * to_cell.affine_inverse();
  3818. Transform to_probe_xform = to_world_xform.affine_inverse();
  3819. AABB probe_aabb(Vector3(), octree_size);
  3820. //this could probably be better parallelized in compute..
  3821. for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
  3822. InstanceBase *instance = p_dynamic_objects[i];
  3823. //not used, so clear
  3824. instance->depth_layer = 0;
  3825. instance->depth = 0;
  3826. //transform aabb to giprobe
  3827. AABB aabb = (to_probe_xform * instance->transform).xform(instance->aabb);
  3828. //this needs to wrap to grid resolution to avoid jitter
  3829. //also extend margin a bit just in case
  3830. Vector3i begin = aabb.position - Vector3i(1, 1, 1);
  3831. Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1);
  3832. for (int j = 0; j < 3; j++) {
  3833. if ((end[j] - begin[j]) & 1) {
  3834. end[j]++; //for half extents split, it needs to be even
  3835. }
  3836. begin[j] = MAX(begin[j], 0);
  3837. end[j] = MIN(end[j], octree_size[j] * multiplier);
  3838. }
  3839. //aabb = aabb.intersection(probe_aabb); //intersect
  3840. aabb.position = begin;
  3841. aabb.size = end - begin;
  3842. //print_line("aabb: " + aabb);
  3843. for (int j = 0; j < 6; j++) {
  3844. //if (j != 0 && j != 3) {
  3845. // continue;
  3846. //}
  3847. static const Vector3 render_z[6] = {
  3848. Vector3(1, 0, 0),
  3849. Vector3(0, 1, 0),
  3850. Vector3(0, 0, 1),
  3851. Vector3(-1, 0, 0),
  3852. Vector3(0, -1, 0),
  3853. Vector3(0, 0, -1),
  3854. };
  3855. static const Vector3 render_up[6] = {
  3856. Vector3(0, 1, 0),
  3857. Vector3(0, 0, 1),
  3858. Vector3(0, 1, 0),
  3859. Vector3(0, 1, 0),
  3860. Vector3(0, 0, 1),
  3861. Vector3(0, 1, 0),
  3862. };
  3863. Vector3 render_dir = render_z[j];
  3864. Vector3 up_dir = render_up[j];
  3865. Vector3 center = aabb.position + aabb.size * 0.5;
  3866. Transform xform;
  3867. xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
  3868. Vector3 x_dir = xform.basis.get_axis(0).abs();
  3869. int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
  3870. Vector3 y_dir = xform.basis.get_axis(1).abs();
  3871. int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
  3872. Vector3 z_dir = -xform.basis.get_axis(2);
  3873. int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
  3874. Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
  3875. bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
  3876. bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
  3877. bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
  3878. CameraMatrix cm;
  3879. cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
  3880. if (cull_argument.size() == 0) {
  3881. cull_argument.push_back(nullptr);
  3882. }
  3883. cull_argument[0] = instance;
  3884. _render_material(to_world_xform * xform, cm, true, cull_argument, gi_probe->dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
  3885. GIProbeDynamicPushConstant push_constant;
  3886. zeromem(&push_constant, sizeof(GIProbeDynamicPushConstant));
  3887. push_constant.limits[0] = octree_size.x;
  3888. push_constant.limits[1] = octree_size.y;
  3889. push_constant.limits[2] = octree_size.z;
  3890. push_constant.light_count = p_light_instances.size();
  3891. push_constant.x_dir[0] = x_dir[0];
  3892. push_constant.x_dir[1] = x_dir[1];
  3893. push_constant.x_dir[2] = x_dir[2];
  3894. push_constant.y_dir[0] = y_dir[0];
  3895. push_constant.y_dir[1] = y_dir[1];
  3896. push_constant.y_dir[2] = y_dir[2];
  3897. push_constant.z_dir[0] = z_dir[0];
  3898. push_constant.z_dir[1] = z_dir[1];
  3899. push_constant.z_dir[2] = z_dir[2];
  3900. push_constant.z_base = xform.origin[z_axis];
  3901. push_constant.z_sign = (z_flip ? -1.0 : 1.0);
  3902. push_constant.pos_multiplier = float(1.0) / multiplier;
  3903. push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
  3904. push_constant.flip_x = x_flip;
  3905. push_constant.flip_y = y_flip;
  3906. push_constant.rect_pos[0] = rect.position[0];
  3907. push_constant.rect_pos[1] = rect.position[1];
  3908. push_constant.rect_size[0] = rect.size[0];
  3909. push_constant.rect_size[1] = rect.size[1];
  3910. push_constant.prev_rect_ofs[0] = 0;
  3911. push_constant.prev_rect_ofs[1] = 0;
  3912. push_constant.prev_rect_size[0] = 0;
  3913. push_constant.prev_rect_size[1] = 0;
  3914. push_constant.on_mipmap = false;
  3915. push_constant.propagation = storage->gi_probe_get_propagation(gi_probe->probe);
  3916. push_constant.pad[0] = 0;
  3917. push_constant.pad[1] = 0;
  3918. push_constant.pad[2] = 0;
  3919. //process lighting
  3920. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3921. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
  3922. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->dynamic_maps[0].uniform_set, 0);
  3923. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
  3924. RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
  3925. //print_line("rect: " + itos(i) + ": " + rect);
  3926. for (int k = 1; k < gi_probe->dynamic_maps.size(); k++) {
  3927. // enlarge the rect if needed so all pixels fit when downscaled,
  3928. // this ensures downsampling is smooth and optimal because no pixels are left behind
  3929. //x
  3930. if (rect.position.x & 1) {
  3931. rect.size.x++;
  3932. push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal
  3933. } else {
  3934. push_constant.prev_rect_ofs[0] = 0;
  3935. }
  3936. if (rect.size.x & 1) {
  3937. rect.size.x++;
  3938. }
  3939. rect.position.x >>= 1;
  3940. rect.size.x = MAX(1, rect.size.x >> 1);
  3941. //y
  3942. if (rect.position.y & 1) {
  3943. rect.size.y++;
  3944. push_constant.prev_rect_ofs[1] = 1;
  3945. } else {
  3946. push_constant.prev_rect_ofs[1] = 0;
  3947. }
  3948. if (rect.size.y & 1) {
  3949. rect.size.y++;
  3950. }
  3951. rect.position.y >>= 1;
  3952. rect.size.y = MAX(1, rect.size.y >> 1);
  3953. //shrink limits to ensure plot does not go outside map
  3954. if (gi_probe->dynamic_maps[k].mipmap > 0) {
  3955. for (int l = 0; l < 3; l++) {
  3956. push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
  3957. }
  3958. }
  3959. //print_line("rect: " + itos(i) + ": " + rect);
  3960. push_constant.rect_pos[0] = rect.position[0];
  3961. push_constant.rect_pos[1] = rect.position[1];
  3962. push_constant.prev_rect_size[0] = push_constant.rect_size[0];
  3963. push_constant.prev_rect_size[1] = push_constant.rect_size[1];
  3964. push_constant.rect_size[0] = rect.size[0];
  3965. push_constant.rect_size[1] = rect.size[1];
  3966. push_constant.on_mipmap = gi_probe->dynamic_maps[k].mipmap > 0;
  3967. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3968. if (gi_probe->dynamic_maps[k].mipmap < 0) {
  3969. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
  3970. } else if (k < gi_probe->dynamic_maps.size() - 1) {
  3971. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
  3972. } else {
  3973. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
  3974. }
  3975. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->dynamic_maps[k].uniform_set, 0);
  3976. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
  3977. RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
  3978. }
  3979. RD::get_singleton()->compute_list_end();
  3980. }
  3981. }
  3982. gi_probe->has_dynamic_object_data = true; //clear until dynamic object data is used again
  3983. }
  3984. gi_probe->last_probe_version = storage->gi_probe_get_version(gi_probe->probe);
  3985. }
  3986. void RendererSceneRenderRD::_debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
  3987. GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_gi_probe);
  3988. ERR_FAIL_COND(!gi_probe);
  3989. if (gi_probe->mipmaps.size() == 0) {
  3990. return;
  3991. }
  3992. CameraMatrix transform = (p_camera_with_transform * CameraMatrix(gi_probe->transform)) * CameraMatrix(storage->gi_probe_get_to_cell_xform(gi_probe->probe).affine_inverse());
  3993. int level = 0;
  3994. Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
  3995. GIProbeDebugPushConstant push_constant;
  3996. push_constant.alpha = p_alpha;
  3997. push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
  3998. push_constant.cell_offset = gi_probe->mipmaps[level].cell_offset;
  3999. push_constant.level = level;
  4000. push_constant.bounds[0] = octree_size.x >> level;
  4001. push_constant.bounds[1] = octree_size.y >> level;
  4002. push_constant.bounds[2] = octree_size.z >> level;
  4003. push_constant.pad = 0;
  4004. for (int i = 0; i < 4; i++) {
  4005. for (int j = 0; j < 4; j++) {
  4006. push_constant.projection[i * 4 + j] = transform.matrix[i][j];
  4007. }
  4008. }
  4009. if (giprobe_debug_uniform_set.is_valid()) {
  4010. RD::get_singleton()->free(giprobe_debug_uniform_set);
  4011. }
  4012. Vector<RD::Uniform> uniforms;
  4013. {
  4014. RD::Uniform u;
  4015. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  4016. u.binding = 1;
  4017. u.ids.push_back(storage->gi_probe_get_data_buffer(gi_probe->probe));
  4018. uniforms.push_back(u);
  4019. }
  4020. {
  4021. RD::Uniform u;
  4022. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4023. u.binding = 2;
  4024. u.ids.push_back(gi_probe->texture);
  4025. uniforms.push_back(u);
  4026. }
  4027. {
  4028. RD::Uniform u;
  4029. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  4030. u.binding = 3;
  4031. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  4032. uniforms.push_back(u);
  4033. }
  4034. int cell_count;
  4035. if (!p_emission && p_lighting && gi_probe->has_dynamic_object_data) {
  4036. cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2];
  4037. } else {
  4038. cell_count = gi_probe->mipmaps[level].cell_count;
  4039. }
  4040. giprobe_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_debug_shader_version_shaders[0], 0);
  4041. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, giprobe_debug_shader_version_pipelines[p_emission ? GI_PROBE_DEBUG_EMISSION : p_lighting ? (gi_probe->has_dynamic_object_data ? GI_PROBE_DEBUG_LIGHT_FULL : GI_PROBE_DEBUG_LIGHT) : GI_PROBE_DEBUG_COLOR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
  4042. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, giprobe_debug_uniform_set, 0);
  4043. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(GIProbeDebugPushConstant));
  4044. RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36);
  4045. }
  4046. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  4047. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4048. ERR_FAIL_COND(!rb);
  4049. if (!rb->sdfgi) {
  4050. return; //nothing to debug
  4051. }
  4052. SDGIShader::DebugProbesPushConstant push_constant;
  4053. for (int i = 0; i < 4; i++) {
  4054. for (int j = 0; j < 4; j++) {
  4055. push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j];
  4056. }
  4057. }
  4058. //gen spheres from strips
  4059. uint32_t band_points = 16;
  4060. push_constant.band_power = 4;
  4061. push_constant.sections_in_band = ((band_points / 2) - 1);
  4062. push_constant.band_mask = band_points - 2;
  4063. push_constant.section_arc = (Math_PI * 2.0) / float(push_constant.sections_in_band);
  4064. push_constant.y_mult = rb->sdfgi->y_mult;
  4065. uint32_t total_points = push_constant.sections_in_band * band_points;
  4066. uint32_t total_probes = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
  4067. push_constant.grid_size[0] = rb->sdfgi->cascade_size;
  4068. push_constant.grid_size[1] = rb->sdfgi->cascade_size;
  4069. push_constant.grid_size[2] = rb->sdfgi->cascade_size;
  4070. push_constant.cascade = 0;
  4071. push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
  4072. if (!rb->sdfgi->debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(rb->sdfgi->debug_probes_uniform_set)) {
  4073. Vector<RD::Uniform> uniforms;
  4074. {
  4075. RD::Uniform u;
  4076. u.binding = 1;
  4077. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  4078. u.ids.push_back(rb->sdfgi->cascades_ubo);
  4079. uniforms.push_back(u);
  4080. }
  4081. {
  4082. RD::Uniform u;
  4083. u.binding = 2;
  4084. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4085. u.ids.push_back(rb->sdfgi->lightprobe_texture);
  4086. uniforms.push_back(u);
  4087. }
  4088. {
  4089. RD::Uniform u;
  4090. u.binding = 3;
  4091. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  4092. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  4093. uniforms.push_back(u);
  4094. }
  4095. {
  4096. RD::Uniform u;
  4097. u.binding = 4;
  4098. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4099. u.ids.push_back(rb->sdfgi->occlusion_texture);
  4100. uniforms.push_back(u);
  4101. }
  4102. rb->sdfgi->debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, 0), 0);
  4103. }
  4104. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
  4105. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, rb->sdfgi->debug_probes_uniform_set, 0);
  4106. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
  4107. RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
  4108. if (sdfgi_debug_probe_dir != Vector3()) {
  4109. print_line("CLICK DEBUG ME?");
  4110. uint32_t cascade = 0;
  4111. Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[cascade].position)) * rb->sdfgi->cascades[cascade].cell_size * Vector3(1.0, 1.0 / rb->sdfgi->y_mult, 1.0);
  4112. Vector3 probe_size = rb->sdfgi->cascades[cascade].cell_size * (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / rb->sdfgi->y_mult, 1.0);
  4113. Vector3 ray_from = sdfgi_debug_probe_pos;
  4114. Vector3 ray_to = sdfgi_debug_probe_pos + sdfgi_debug_probe_dir * rb->sdfgi->cascades[cascade].cell_size * Math::sqrt(3.0) * rb->sdfgi->cascade_size;
  4115. float sphere_radius = 0.2;
  4116. float closest_dist = 1e20;
  4117. sdfgi_debug_probe_enabled = false;
  4118. Vector3i probe_from = rb->sdfgi->cascades[cascade].position / (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR);
  4119. for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) {
  4120. for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) {
  4121. for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) {
  4122. Vector3 pos = offset + probe_size * Vector3(i, j, k);
  4123. Vector3 res;
  4124. if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) {
  4125. float d = ray_from.distance_to(res);
  4126. if (d < closest_dist) {
  4127. closest_dist = d;
  4128. sdfgi_debug_probe_enabled = true;
  4129. sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k);
  4130. }
  4131. }
  4132. }
  4133. }
  4134. }
  4135. if (sdfgi_debug_probe_enabled) {
  4136. print_line("found: " + sdfgi_debug_probe_index);
  4137. } else {
  4138. print_line("no found");
  4139. }
  4140. sdfgi_debug_probe_dir = Vector3();
  4141. }
  4142. if (sdfgi_debug_probe_enabled) {
  4143. uint32_t cascade = 0;
  4144. uint32_t probe_cells = (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR);
  4145. Vector3i probe_from = rb->sdfgi->cascades[cascade].position / probe_cells;
  4146. Vector3i ofs = sdfgi_debug_probe_index - probe_from;
  4147. if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) {
  4148. return;
  4149. }
  4150. if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) {
  4151. return;
  4152. }
  4153. uint32_t mult = (SDFGI::PROBE_DIVISOR + 1);
  4154. uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x;
  4155. push_constant.probe_debug_index = index;
  4156. uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
  4157. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
  4158. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, rb->sdfgi->debug_probes_uniform_set, 0);
  4159. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
  4160. RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points);
  4161. }
  4162. }
  4163. ////////////////////////////////
  4164. RID RendererSceneRenderRD::render_buffers_create() {
  4165. RenderBuffers rb;
  4166. rb.data = _create_render_buffer_data();
  4167. return render_buffers_owner.make_rid(rb);
  4168. }
  4169. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  4170. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  4171. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  4172. RD::TextureFormat tf;
  4173. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  4174. tf.width = rb->width;
  4175. tf.height = rb->height;
  4176. tf.texture_type = RD::TEXTURE_TYPE_2D;
  4177. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  4178. tf.mipmaps = mipmaps_required;
  4179. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4180. //the second one is smaller (only used for separatable part of blur)
  4181. tf.width >>= 1;
  4182. tf.height >>= 1;
  4183. tf.mipmaps--;
  4184. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4185. int base_width = rb->width;
  4186. int base_height = rb->height;
  4187. for (uint32_t i = 0; i < mipmaps_required; i++) {
  4188. RenderBuffers::Blur::Mipmap mm;
  4189. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
  4190. mm.width = base_width;
  4191. mm.height = base_height;
  4192. rb->blur[0].mipmaps.push_back(mm);
  4193. if (i > 0) {
  4194. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
  4195. rb->blur[1].mipmaps.push_back(mm);
  4196. }
  4197. base_width = MAX(1, base_width >> 1);
  4198. base_height = MAX(1, base_height >> 1);
  4199. }
  4200. }
  4201. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  4202. ERR_FAIL_COND(!rb->luminance.current.is_null());
  4203. int w = rb->width;
  4204. int h = rb->height;
  4205. while (true) {
  4206. w = MAX(w / 8, 1);
  4207. h = MAX(h / 8, 1);
  4208. RD::TextureFormat tf;
  4209. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4210. tf.width = w;
  4211. tf.height = h;
  4212. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  4213. bool final = w == 1 && h == 1;
  4214. if (final) {
  4215. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  4216. }
  4217. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4218. rb->luminance.reduce.push_back(texture);
  4219. if (final) {
  4220. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4221. break;
  4222. }
  4223. }
  4224. }
  4225. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  4226. if (rb->texture.is_valid()) {
  4227. RD::get_singleton()->free(rb->texture);
  4228. rb->texture = RID();
  4229. }
  4230. if (rb->depth_texture.is_valid()) {
  4231. RD::get_singleton()->free(rb->depth_texture);
  4232. rb->depth_texture = RID();
  4233. }
  4234. for (int i = 0; i < 2; i++) {
  4235. if (rb->blur[i].texture.is_valid()) {
  4236. RD::get_singleton()->free(rb->blur[i].texture);
  4237. rb->blur[i].texture = RID();
  4238. rb->blur[i].mipmaps.clear();
  4239. }
  4240. }
  4241. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  4242. RD::get_singleton()->free(rb->luminance.reduce[i]);
  4243. }
  4244. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  4245. RD::get_singleton()->free(rb->luminance.reduce[i]);
  4246. }
  4247. rb->luminance.reduce.clear();
  4248. if (rb->luminance.current.is_valid()) {
  4249. RD::get_singleton()->free(rb->luminance.current);
  4250. rb->luminance.current = RID();
  4251. }
  4252. if (rb->ssao.depth.is_valid()) {
  4253. RD::get_singleton()->free(rb->ssao.depth);
  4254. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  4255. RD::get_singleton()->free(rb->ssao.ao_pong);
  4256. RD::get_singleton()->free(rb->ssao.ao_final);
  4257. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  4258. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  4259. rb->ssao.depth = RID();
  4260. rb->ssao.ao_deinterleaved = RID();
  4261. rb->ssao.ao_pong = RID();
  4262. rb->ssao.ao_final = RID();
  4263. rb->ssao.importance_map[0] = RID();
  4264. rb->ssao.importance_map[1] = RID();
  4265. rb->ssao.depth_slices.clear();
  4266. rb->ssao.ao_deinterleaved_slices.clear();
  4267. rb->ssao.ao_pong_slices.clear();
  4268. }
  4269. if (rb->ssr.blur_radius[0].is_valid()) {
  4270. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  4271. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  4272. rb->ssr.blur_radius[0] = RID();
  4273. rb->ssr.blur_radius[1] = RID();
  4274. }
  4275. if (rb->ssr.depth_scaled.is_valid()) {
  4276. RD::get_singleton()->free(rb->ssr.depth_scaled);
  4277. rb->ssr.depth_scaled = RID();
  4278. RD::get_singleton()->free(rb->ssr.normal_scaled);
  4279. rb->ssr.normal_scaled = RID();
  4280. }
  4281. }
  4282. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  4283. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4284. ERR_FAIL_COND(!rb);
  4285. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  4286. if (!can_use_effects) {
  4287. //just copy
  4288. return;
  4289. }
  4290. if (rb->blur[0].texture.is_null()) {
  4291. _allocate_blur_textures(rb);
  4292. _render_buffers_uniform_set_changed(p_render_buffers);
  4293. }
  4294. storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
  4295. }
  4296. void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
  4297. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4298. ERR_FAIL_COND(!rb);
  4299. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  4300. if (!can_use_effects) {
  4301. //just copy
  4302. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
  4303. return;
  4304. }
  4305. Environment *env = environment_owner.getornull(p_environment);
  4306. ERR_FAIL_COND(!env);
  4307. ERR_FAIL_COND(!env->ssr_enabled);
  4308. if (rb->ssr.depth_scaled.is_null()) {
  4309. RD::TextureFormat tf;
  4310. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4311. tf.width = rb->width / 2;
  4312. tf.height = rb->height / 2;
  4313. tf.texture_type = RD::TEXTURE_TYPE_2D;
  4314. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  4315. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4316. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  4317. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4318. }
  4319. if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  4320. RD::TextureFormat tf;
  4321. tf.format = RD::DATA_FORMAT_R8_UNORM;
  4322. tf.width = rb->width / 2;
  4323. tf.height = rb->height / 2;
  4324. tf.texture_type = RD::TEXTURE_TYPE_2D;
  4325. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  4326. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4327. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4328. }
  4329. if (rb->blur[0].texture.is_null()) {
  4330. _allocate_blur_textures(rb);
  4331. _render_buffers_uniform_set_changed(p_render_buffers);
  4332. }
  4333. storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  4334. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
  4335. }
  4336. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  4337. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4338. ERR_FAIL_COND(!rb);
  4339. Environment *env = environment_owner.getornull(p_environment);
  4340. ERR_FAIL_COND(!env);
  4341. RENDER_TIMESTAMP("Process SSAO");
  4342. //TODO clear when settings chenge to or from ultra
  4343. if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  4344. RD::get_singleton()->free(rb->ssao.depth);
  4345. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  4346. RD::get_singleton()->free(rb->ssao.ao_pong);
  4347. RD::get_singleton()->free(rb->ssao.ao_final);
  4348. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  4349. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  4350. rb->ssao.depth = RID();
  4351. rb->ssao.ao_deinterleaved = RID();
  4352. rb->ssao.ao_pong = RID();
  4353. rb->ssao.ao_final = RID();
  4354. rb->ssao.importance_map[0] = RID();
  4355. rb->ssao.importance_map[1] = RID();
  4356. rb->ssao.depth_slices.clear();
  4357. rb->ssao.ao_deinterleaved_slices.clear();
  4358. rb->ssao.ao_pong_slices.clear();
  4359. }
  4360. int buffer_width;
  4361. int buffer_height;
  4362. int half_width;
  4363. int half_height;
  4364. if (ssao_half_size) {
  4365. buffer_width = (rb->width + 3) / 4;
  4366. buffer_height = (rb->height + 3) / 4;
  4367. half_width = (rb->width + 7) / 8;
  4368. half_height = (rb->height + 7) / 8;
  4369. } else {
  4370. buffer_width = (rb->width + 1) / 2;
  4371. buffer_height = (rb->height + 1) / 2;
  4372. half_width = (rb->width + 3) / 4;
  4373. half_height = (rb->height + 3) / 4;
  4374. }
  4375. bool uniform_sets_are_invalid = false;
  4376. if (rb->ssao.depth.is_null()) {
  4377. //allocate depth slices
  4378. {
  4379. RD::TextureFormat tf;
  4380. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  4381. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  4382. tf.width = buffer_width;
  4383. tf.height = buffer_height;
  4384. tf.mipmaps = 4;
  4385. tf.array_layers = 4;
  4386. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4387. rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4388. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  4389. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
  4390. rb->ssao.depth_slices.push_back(slice);
  4391. }
  4392. }
  4393. {
  4394. RD::TextureFormat tf;
  4395. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  4396. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  4397. tf.width = buffer_width;
  4398. tf.height = buffer_height;
  4399. tf.array_layers = 4;
  4400. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4401. rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4402. for (uint32_t i = 0; i < 4; i++) {
  4403. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
  4404. rb->ssao.ao_deinterleaved_slices.push_back(slice);
  4405. }
  4406. }
  4407. {
  4408. RD::TextureFormat tf;
  4409. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  4410. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  4411. tf.width = buffer_width;
  4412. tf.height = buffer_height;
  4413. tf.array_layers = 4;
  4414. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4415. rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4416. for (uint32_t i = 0; i < 4; i++) {
  4417. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
  4418. rb->ssao.ao_pong_slices.push_back(slice);
  4419. }
  4420. }
  4421. {
  4422. RD::TextureFormat tf;
  4423. tf.format = RD::DATA_FORMAT_R8_UNORM;
  4424. tf.width = half_width;
  4425. tf.height = half_height;
  4426. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4427. rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4428. rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4429. }
  4430. {
  4431. RD::TextureFormat tf;
  4432. tf.format = RD::DATA_FORMAT_R8_UNORM;
  4433. tf.width = rb->width;
  4434. tf.height = rb->height;
  4435. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4436. rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4437. _render_buffers_uniform_set_changed(p_render_buffers);
  4438. }
  4439. ssao_using_half_size = ssao_half_size;
  4440. uniform_sets_are_invalid = true;
  4441. }
  4442. EffectsRD::SSAOSettings settings;
  4443. settings.radius = env->ssao_radius;
  4444. settings.intensity = env->ssao_intensity;
  4445. settings.power = env->ssao_power;
  4446. settings.detail = env->ssao_detail;
  4447. settings.horizon = env->ssao_horizon;
  4448. settings.sharpness = env->ssao_sharpness;
  4449. settings.quality = ssao_quality;
  4450. settings.half_size = ssao_half_size;
  4451. settings.adaptive_target = ssao_adaptive_target;
  4452. settings.blur_passes = ssao_blur_passes;
  4453. settings.fadeout_from = ssao_fadeout_from;
  4454. settings.fadeout_to = ssao_fadeout_to;
  4455. settings.screen_size = Size2i(rb->width, rb->height);
  4456. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  4457. settings.quarter_size = Size2i(half_width, half_height);
  4458. storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
  4459. }
  4460. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
  4461. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4462. ERR_FAIL_COND(!rb);
  4463. Environment *env = environment_owner.getornull(p_environment);
  4464. //glow (if enabled)
  4465. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  4466. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  4467. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  4468. if (rb->blur[0].texture.is_null()) {
  4469. _allocate_blur_textures(rb);
  4470. _render_buffers_uniform_set_changed(p_render_buffers);
  4471. }
  4472. float bokeh_size = camfx->dof_blur_amount * 64.0;
  4473. storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[0].mipmaps[0].texture, rb->blur[1].mipmaps[0].texture, rb->blur[0].mipmaps[1].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal());
  4474. }
  4475. if (can_use_effects && env && env->auto_exposure) {
  4476. if (rb->luminance.current.is_null()) {
  4477. _allocate_luminance_textures(rb);
  4478. _render_buffers_uniform_set_changed(p_render_buffers);
  4479. }
  4480. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  4481. rb->auto_exposure_version = env->auto_exposure_version;
  4482. double step = env->auto_exp_speed * time_step;
  4483. storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  4484. //swap final reduce with prev luminance
  4485. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  4486. RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
  4487. }
  4488. int max_glow_level = -1;
  4489. if (can_use_effects && env && env->glow_enabled) {
  4490. /* see that blur textures are allocated */
  4491. if (rb->blur[1].texture.is_null()) {
  4492. _allocate_blur_textures(rb);
  4493. _render_buffers_uniform_set_changed(p_render_buffers);
  4494. }
  4495. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  4496. if (env->glow_levels[i] > 0.0) {
  4497. if (i >= rb->blur[1].mipmaps.size()) {
  4498. max_glow_level = rb->blur[1].mipmaps.size() - 1;
  4499. } else {
  4500. max_glow_level = i;
  4501. }
  4502. }
  4503. }
  4504. for (int i = 0; i < (max_glow_level + 1); i++) {
  4505. int vp_w = rb->blur[1].mipmaps[i].width;
  4506. int vp_h = rb->blur[1].mipmaps[i].height;
  4507. if (i == 0) {
  4508. RID luminance_texture;
  4509. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  4510. luminance_texture = rb->luminance.current;
  4511. }
  4512. storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  4513. } else {
  4514. storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  4515. }
  4516. }
  4517. }
  4518. {
  4519. //tonemap
  4520. EffectsRD::TonemapSettings tonemap;
  4521. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  4522. tonemap.use_auto_exposure = true;
  4523. tonemap.exposure_texture = rb->luminance.current;
  4524. tonemap.auto_exposure_grey = env->auto_exp_scale;
  4525. } else {
  4526. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  4527. }
  4528. if (can_use_effects && env && env->glow_enabled) {
  4529. tonemap.use_glow = true;
  4530. tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
  4531. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  4532. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  4533. tonemap.glow_levels[i] = env->glow_levels[i];
  4534. }
  4535. tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
  4536. tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
  4537. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  4538. tonemap.glow_texture = rb->blur[1].texture;
  4539. } else {
  4540. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  4541. }
  4542. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  4543. tonemap.use_fxaa = true;
  4544. }
  4545. tonemap.use_debanding = rb->use_debanding;
  4546. tonemap.texture_size = Vector2i(rb->width, rb->height);
  4547. if (env) {
  4548. tonemap.tonemap_mode = env->tone_mapper;
  4549. tonemap.white = env->white;
  4550. tonemap.exposure = env->exposure;
  4551. }
  4552. tonemap.use_color_correction = false;
  4553. tonemap.use_1d_color_correction = false;
  4554. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  4555. if (can_use_effects && env) {
  4556. tonemap.use_bcs = env->adjustments_enabled;
  4557. tonemap.brightness = env->adjustments_brightness;
  4558. tonemap.contrast = env->adjustments_contrast;
  4559. tonemap.saturation = env->adjustments_saturation;
  4560. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  4561. tonemap.use_color_correction = true;
  4562. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  4563. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  4564. }
  4565. }
  4566. storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  4567. }
  4568. storage->render_target_disable_clear_request(rb->render_target);
  4569. }
  4570. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
  4571. EffectsRD *effects = storage->get_effects();
  4572. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4573. ERR_FAIL_COND(!rb);
  4574. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  4575. if (p_shadow_atlas.is_valid()) {
  4576. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  4577. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  4578. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  4579. }
  4580. }
  4581. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  4582. if (directional_shadow_get_texture().is_valid()) {
  4583. RID shadow_atlas_texture = directional_shadow_get_texture();
  4584. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  4585. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  4586. }
  4587. }
  4588. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  4589. RID decal_atlas = storage->decal_atlas_get_texture();
  4590. if (decal_atlas.is_valid()) {
  4591. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  4592. effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  4593. }
  4594. }
  4595. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  4596. if (rb->luminance.current.is_valid()) {
  4597. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  4598. effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  4599. }
  4600. }
  4601. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
  4602. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  4603. RID ao_buf = rb->ssao.ao_final;
  4604. effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  4605. }
  4606. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  4607. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  4608. effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  4609. }
  4610. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && _render_buffers_get_ambient_texture(p_render_buffers).is_valid()) {
  4611. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  4612. RID ambient_texture = _render_buffers_get_ambient_texture(p_render_buffers);
  4613. RID reflection_texture = _render_buffers_get_reflection_texture(p_render_buffers);
  4614. effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
  4615. }
  4616. }
  4617. void RendererSceneRenderRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
  4618. Environment *env = environment_owner.getornull(p_env);
  4619. ERR_FAIL_COND(!env);
  4620. env->adjustments_enabled = p_enable;
  4621. env->adjustments_brightness = p_brightness;
  4622. env->adjustments_contrast = p_contrast;
  4623. env->adjustments_saturation = p_saturation;
  4624. env->use_1d_color_correction = p_use_1d_color_correction;
  4625. env->color_correction = p_color_correction;
  4626. }
  4627. void RendererSceneRenderRD::_sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform) {
  4628. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4629. ERR_FAIL_COND(!rb);
  4630. if (!rb->sdfgi) {
  4631. return; //eh
  4632. }
  4633. if (!rb->sdfgi->debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(rb->sdfgi->debug_uniform_set)) {
  4634. Vector<RD::Uniform> uniforms;
  4635. {
  4636. RD::Uniform u;
  4637. u.binding = 1;
  4638. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4639. for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
  4640. if (i < rb->sdfgi->cascades.size()) {
  4641. u.ids.push_back(rb->sdfgi->cascades[i].sdf_tex);
  4642. } else {
  4643. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  4644. }
  4645. }
  4646. uniforms.push_back(u);
  4647. }
  4648. {
  4649. RD::Uniform u;
  4650. u.binding = 2;
  4651. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4652. for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
  4653. if (i < rb->sdfgi->cascades.size()) {
  4654. u.ids.push_back(rb->sdfgi->cascades[i].light_tex);
  4655. } else {
  4656. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  4657. }
  4658. }
  4659. uniforms.push_back(u);
  4660. }
  4661. {
  4662. RD::Uniform u;
  4663. u.binding = 3;
  4664. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4665. for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
  4666. if (i < rb->sdfgi->cascades.size()) {
  4667. u.ids.push_back(rb->sdfgi->cascades[i].light_aniso_0_tex);
  4668. } else {
  4669. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  4670. }
  4671. }
  4672. uniforms.push_back(u);
  4673. }
  4674. {
  4675. RD::Uniform u;
  4676. u.binding = 4;
  4677. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4678. for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
  4679. if (i < rb->sdfgi->cascades.size()) {
  4680. u.ids.push_back(rb->sdfgi->cascades[i].light_aniso_1_tex);
  4681. } else {
  4682. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  4683. }
  4684. }
  4685. uniforms.push_back(u);
  4686. }
  4687. {
  4688. RD::Uniform u;
  4689. u.binding = 5;
  4690. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4691. u.ids.push_back(rb->sdfgi->occlusion_texture);
  4692. uniforms.push_back(u);
  4693. }
  4694. {
  4695. RD::Uniform u;
  4696. u.binding = 8;
  4697. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  4698. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  4699. uniforms.push_back(u);
  4700. }
  4701. {
  4702. RD::Uniform u;
  4703. u.binding = 9;
  4704. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  4705. u.ids.push_back(rb->sdfgi->cascades_ubo);
  4706. uniforms.push_back(u);
  4707. }
  4708. {
  4709. RD::Uniform u;
  4710. u.binding = 10;
  4711. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  4712. u.ids.push_back(rb->texture);
  4713. uniforms.push_back(u);
  4714. }
  4715. {
  4716. RD::Uniform u;
  4717. u.binding = 11;
  4718. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  4719. u.ids.push_back(rb->sdfgi->lightprobe_texture);
  4720. uniforms.push_back(u);
  4721. }
  4722. rb->sdfgi->debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.debug_shader_version, 0);
  4723. }
  4724. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  4725. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.debug_pipeline);
  4726. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->debug_uniform_set, 0);
  4727. SDGIShader::DebugPushConstant push_constant;
  4728. push_constant.grid_size[0] = rb->sdfgi->cascade_size;
  4729. push_constant.grid_size[1] = rb->sdfgi->cascade_size;
  4730. push_constant.grid_size[2] = rb->sdfgi->cascade_size;
  4731. push_constant.max_cascades = rb->sdfgi->cascades.size();
  4732. push_constant.screen_size[0] = rb->width;
  4733. push_constant.screen_size[1] = rb->height;
  4734. push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
  4735. push_constant.use_occlusion = rb->sdfgi->uses_occlusion;
  4736. push_constant.y_mult = rb->sdfgi->y_mult;
  4737. Vector2 vp_half = p_projection.get_viewport_half_extents();
  4738. push_constant.cam_extent[0] = vp_half.x;
  4739. push_constant.cam_extent[1] = vp_half.y;
  4740. push_constant.cam_extent[2] = -p_projection.get_z_near();
  4741. push_constant.cam_transform[0] = p_transform.basis.elements[0][0];
  4742. push_constant.cam_transform[1] = p_transform.basis.elements[1][0];
  4743. push_constant.cam_transform[2] = p_transform.basis.elements[2][0];
  4744. push_constant.cam_transform[3] = 0;
  4745. push_constant.cam_transform[4] = p_transform.basis.elements[0][1];
  4746. push_constant.cam_transform[5] = p_transform.basis.elements[1][1];
  4747. push_constant.cam_transform[6] = p_transform.basis.elements[2][1];
  4748. push_constant.cam_transform[7] = 0;
  4749. push_constant.cam_transform[8] = p_transform.basis.elements[0][2];
  4750. push_constant.cam_transform[9] = p_transform.basis.elements[1][2];
  4751. push_constant.cam_transform[10] = p_transform.basis.elements[2][2];
  4752. push_constant.cam_transform[11] = 0;
  4753. push_constant.cam_transform[12] = p_transform.origin.x;
  4754. push_constant.cam_transform[13] = p_transform.origin.y;
  4755. push_constant.cam_transform[14] = p_transform.origin.z;
  4756. push_constant.cam_transform[15] = 1;
  4757. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DebugPushConstant));
  4758. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1, 8, 8, 1);
  4759. RD::get_singleton()->compute_list_end();
  4760. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  4761. storage->get_effects()->copy_to_fb_rect(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), true);
  4762. }
  4763. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  4764. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4765. ERR_FAIL_COND_V(!rb, RID());
  4766. if (!rb->blur[0].texture.is_valid()) {
  4767. return RID(); //not valid at the moment
  4768. }
  4769. return rb->blur[0].texture;
  4770. }
  4771. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  4772. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4773. ERR_FAIL_COND_V(!rb, RID());
  4774. return rb->ssao.ao_final;
  4775. }
  4776. RID RendererSceneRenderRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
  4777. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4778. ERR_FAIL_COND_V(!rb, RID());
  4779. if (rb->giprobe_buffer.is_null()) {
  4780. rb->giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
  4781. }
  4782. return rb->giprobe_buffer;
  4783. }
  4784. RID RendererSceneRenderRD::render_buffers_get_default_gi_probe_buffer() {
  4785. return default_giprobe_buffer;
  4786. }
  4787. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  4788. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4789. ERR_FAIL_COND_V(!rb, 0);
  4790. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  4791. return rb->sdfgi->cascades.size();
  4792. }
  4793. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  4794. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4795. ERR_FAIL_COND_V(!rb, false);
  4796. return rb->sdfgi != nullptr;
  4797. }
  4798. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  4799. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4800. ERR_FAIL_COND_V(!rb, RID());
  4801. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  4802. return rb->sdfgi->lightprobe_texture;
  4803. }
  4804. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  4805. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4806. ERR_FAIL_COND_V(!rb, Vector3());
  4807. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  4808. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  4809. return Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[p_cascade].position)) * rb->sdfgi->cascades[p_cascade].cell_size;
  4810. }
  4811. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  4812. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4813. ERR_FAIL_COND_V(!rb, Vector3i());
  4814. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  4815. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  4816. int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
  4817. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  4818. }
  4819. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  4820. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4821. ERR_FAIL_COND_V(!rb, 0);
  4822. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  4823. return rb->sdfgi->normal_bias;
  4824. }
  4825. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  4826. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4827. ERR_FAIL_COND_V(!rb, 0);
  4828. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  4829. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  4830. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  4831. }
  4832. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  4833. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4834. ERR_FAIL_COND_V(!rb, 0);
  4835. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  4836. return rb->sdfgi->probe_axis_count;
  4837. }
  4838. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  4839. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4840. ERR_FAIL_COND_V(!rb, 0);
  4841. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  4842. return rb->sdfgi->cascade_size;
  4843. }
  4844. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  4845. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4846. ERR_FAIL_COND_V(!rb, false);
  4847. ERR_FAIL_COND_V(!rb->sdfgi, false);
  4848. return rb->sdfgi->uses_occlusion;
  4849. }
  4850. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  4851. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4852. ERR_FAIL_COND_V(!rb, 0.0);
  4853. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  4854. return rb->sdfgi->energy;
  4855. }
  4856. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  4857. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4858. ERR_FAIL_COND_V(!rb, RID());
  4859. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  4860. return rb->sdfgi->occlusion_texture;
  4861. }
  4862. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  4863. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4864. ERR_FAIL_COND_V(!rb, false);
  4865. return rb->volumetric_fog != nullptr;
  4866. }
  4867. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  4868. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4869. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  4870. return rb->volumetric_fog->fog_map;
  4871. }
  4872. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  4873. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4874. ERR_FAIL_COND_V(!rb, RID());
  4875. if (!rb->volumetric_fog) {
  4876. return RID();
  4877. }
  4878. return rb->volumetric_fog->sky_uniform_set;
  4879. }
  4880. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  4881. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4882. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  4883. return rb->volumetric_fog->length;
  4884. }
  4885. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  4886. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4887. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  4888. return rb->volumetric_fog->spread;
  4889. }
  4890. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) {
  4891. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  4892. rb->width = p_width;
  4893. rb->height = p_height;
  4894. rb->render_target = p_render_target;
  4895. rb->msaa = p_msaa;
  4896. rb->screen_space_aa = p_screen_space_aa;
  4897. rb->use_debanding = p_use_debanding;
  4898. _free_render_buffer_data(rb);
  4899. {
  4900. RD::TextureFormat tf;
  4901. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  4902. tf.width = rb->width;
  4903. tf.height = rb->height;
  4904. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4905. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  4906. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4907. } else {
  4908. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  4909. }
  4910. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4911. }
  4912. {
  4913. RD::TextureFormat tf;
  4914. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  4915. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
  4916. } else {
  4917. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4918. }
  4919. tf.width = p_width;
  4920. tf.height = p_height;
  4921. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  4922. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  4923. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4924. } else {
  4925. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  4926. }
  4927. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4928. }
  4929. rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
  4930. _render_buffers_uniform_set_changed(p_render_buffers);
  4931. }
  4932. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  4933. sss_quality = p_quality;
  4934. }
  4935. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  4936. return sss_quality;
  4937. }
  4938. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  4939. sss_scale = p_scale;
  4940. sss_depth_scale = p_depth_scale;
  4941. }
  4942. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  4943. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  4944. if (shadows_quality != p_quality) {
  4945. shadows_quality = p_quality;
  4946. switch (shadows_quality) {
  4947. case RS::SHADOW_QUALITY_HARD: {
  4948. penumbra_shadow_samples = 4;
  4949. soft_shadow_samples = 1;
  4950. shadows_quality_radius = 1.0;
  4951. } break;
  4952. case RS::SHADOW_QUALITY_SOFT_LOW: {
  4953. penumbra_shadow_samples = 8;
  4954. soft_shadow_samples = 4;
  4955. shadows_quality_radius = 2.0;
  4956. } break;
  4957. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  4958. penumbra_shadow_samples = 12;
  4959. soft_shadow_samples = 8;
  4960. shadows_quality_radius = 2.0;
  4961. } break;
  4962. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  4963. penumbra_shadow_samples = 24;
  4964. soft_shadow_samples = 16;
  4965. shadows_quality_radius = 3.0;
  4966. } break;
  4967. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  4968. penumbra_shadow_samples = 32;
  4969. soft_shadow_samples = 32;
  4970. shadows_quality_radius = 4.0;
  4971. } break;
  4972. case RS::SHADOW_QUALITY_MAX:
  4973. break;
  4974. }
  4975. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  4976. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  4977. }
  4978. }
  4979. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  4980. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  4981. if (directional_shadow_quality != p_quality) {
  4982. directional_shadow_quality = p_quality;
  4983. switch (directional_shadow_quality) {
  4984. case RS::SHADOW_QUALITY_HARD: {
  4985. directional_penumbra_shadow_samples = 4;
  4986. directional_soft_shadow_samples = 1;
  4987. directional_shadow_quality_radius = 1.0;
  4988. } break;
  4989. case RS::SHADOW_QUALITY_SOFT_LOW: {
  4990. directional_penumbra_shadow_samples = 8;
  4991. directional_soft_shadow_samples = 4;
  4992. directional_shadow_quality_radius = 2.0;
  4993. } break;
  4994. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  4995. directional_penumbra_shadow_samples = 12;
  4996. directional_soft_shadow_samples = 8;
  4997. directional_shadow_quality_radius = 2.0;
  4998. } break;
  4999. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  5000. directional_penumbra_shadow_samples = 24;
  5001. directional_soft_shadow_samples = 16;
  5002. directional_shadow_quality_radius = 3.0;
  5003. } break;
  5004. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  5005. directional_penumbra_shadow_samples = 32;
  5006. directional_soft_shadow_samples = 32;
  5007. directional_shadow_quality_radius = 4.0;
  5008. } break;
  5009. case RS::SHADOW_QUALITY_MAX:
  5010. break;
  5011. }
  5012. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  5013. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  5014. }
  5015. }
  5016. int RendererSceneRenderRD::get_roughness_layers() const {
  5017. return roughness_layers;
  5018. }
  5019. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  5020. return sky_use_cubemap_array;
  5021. }
  5022. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  5023. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  5024. ERR_FAIL_COND_V(!rb, nullptr);
  5025. return rb->data;
  5026. }
  5027. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment) {
  5028. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  5029. RID rpi = p_reflections[i];
  5030. if (i >= cluster.max_reflections) {
  5031. reflection_probe_instance_set_render_index(rpi, 0); //invalid, but something needs to be set
  5032. continue;
  5033. }
  5034. reflection_probe_instance_set_render_index(rpi, i);
  5035. RID base_probe = reflection_probe_instance_get_probe(rpi);
  5036. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  5037. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  5038. reflection_ubo.box_extents[0] = extents.x;
  5039. reflection_ubo.box_extents[1] = extents.y;
  5040. reflection_ubo.box_extents[2] = extents.z;
  5041. reflection_ubo.index = reflection_probe_instance_get_atlas_index(rpi);
  5042. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  5043. reflection_ubo.box_offset[0] = origin_offset.x;
  5044. reflection_ubo.box_offset[1] = origin_offset.y;
  5045. reflection_ubo.box_offset[2] = origin_offset.z;
  5046. reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
  5047. float intensity = storage->reflection_probe_get_intensity(base_probe);
  5048. bool interior = storage->reflection_probe_is_interior(base_probe);
  5049. bool box_projection = storage->reflection_probe_is_box_projection(base_probe);
  5050. reflection_ubo.params[0] = intensity;
  5051. reflection_ubo.params[1] = 0;
  5052. reflection_ubo.params[2] = interior ? 1.0 : 0.0;
  5053. reflection_ubo.params[3] = box_projection ? 1.0 : 0.0;
  5054. Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
  5055. float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
  5056. uint32_t ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
  5057. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  5058. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  5059. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  5060. reflection_ubo.ambient_mode = ambient_mode;
  5061. Transform transform = reflection_probe_instance_get_transform(rpi);
  5062. Transform proj = (p_camera_inverse_transform * transform).inverse();
  5063. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  5064. cluster.builder.add_reflection_probe(transform, extents);
  5065. reflection_probe_instance_set_render_pass(rpi, RSG::rasterizer->get_frame_number());
  5066. }
  5067. if (p_reflections.size()) {
  5068. RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, MIN(cluster.max_reflections, (unsigned int)p_reflections.size()) * sizeof(ReflectionData), cluster.reflections, true);
  5069. }
  5070. }
  5071. void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
  5072. uint32_t light_count = 0;
  5073. r_directional_light_count = 0;
  5074. r_positional_light_count = 0;
  5075. sky_scene_state.ubo.directional_light_count = 0;
  5076. for (int i = 0; i < (int)p_lights.size(); i++) {
  5077. RID li = p_lights[i];
  5078. RID base = light_instance_get_base_light(li);
  5079. ERR_CONTINUE(base.is_null());
  5080. RS::LightType type = storage->light_get_type(base);
  5081. switch (type) {
  5082. case RS::LIGHT_DIRECTIONAL: {
  5083. // Copy to SkyDirectionalLightData
  5084. if (r_directional_light_count < sky_scene_state.max_directional_lights) {
  5085. SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[r_directional_light_count];
  5086. Transform light_transform = light_instance_get_base_transform(li);
  5087. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  5088. sky_light_data.direction[0] = world_direction.x;
  5089. sky_light_data.direction[1] = world_direction.y;
  5090. sky_light_data.direction[2] = -world_direction.z;
  5091. float sign = storage->light_is_negative(base) ? -1 : 1;
  5092. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  5093. Color linear_col = storage->light_get_color(base).to_linear();
  5094. sky_light_data.color[0] = linear_col.r;
  5095. sky_light_data.color[1] = linear_col.g;
  5096. sky_light_data.color[2] = linear_col.b;
  5097. sky_light_data.enabled = true;
  5098. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  5099. if (angular_diameter > 0.0) {
  5100. // I know tan(0) is 0, but let's not risk it with numerical precision.
  5101. // technically this will keep expanding until reaching the sun, but all we care
  5102. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  5103. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  5104. } else {
  5105. angular_diameter = 0.0;
  5106. }
  5107. sky_light_data.size = angular_diameter;
  5108. sky_scene_state.ubo.directional_light_count++;
  5109. }
  5110. if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
  5111. continue;
  5112. }
  5113. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  5114. Transform light_transform = light_instance_get_base_transform(li);
  5115. Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  5116. light_data.direction[0] = direction.x;
  5117. light_data.direction[1] = direction.y;
  5118. light_data.direction[2] = direction.z;
  5119. float sign = storage->light_is_negative(base) ? -1 : 1;
  5120. light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  5121. Color linear_col = storage->light_get_color(base).to_linear();
  5122. light_data.color[0] = linear_col.r;
  5123. light_data.color[1] = linear_col.g;
  5124. light_data.color[2] = linear_col.b;
  5125. light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  5126. light_data.mask = storage->light_get_cull_mask(base);
  5127. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  5128. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  5129. Color shadow_col = storage->light_get_shadow_color(base).to_linear();
  5130. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  5131. light_data.shadow_color1[0] = 1.0;
  5132. light_data.shadow_color1[1] = 0.0;
  5133. light_data.shadow_color1[2] = 0.0;
  5134. light_data.shadow_color1[3] = 1.0;
  5135. light_data.shadow_color2[0] = 0.0;
  5136. light_data.shadow_color2[1] = 1.0;
  5137. light_data.shadow_color2[2] = 0.0;
  5138. light_data.shadow_color2[3] = 1.0;
  5139. light_data.shadow_color3[0] = 0.0;
  5140. light_data.shadow_color3[1] = 0.0;
  5141. light_data.shadow_color3[2] = 1.0;
  5142. light_data.shadow_color3[3] = 1.0;
  5143. light_data.shadow_color4[0] = 1.0;
  5144. light_data.shadow_color4[1] = 1.0;
  5145. light_data.shadow_color4[2] = 0.0;
  5146. light_data.shadow_color4[3] = 1.0;
  5147. } else {
  5148. light_data.shadow_color1[0] = shadow_col.r;
  5149. light_data.shadow_color1[1] = shadow_col.g;
  5150. light_data.shadow_color1[2] = shadow_col.b;
  5151. light_data.shadow_color1[3] = 1.0;
  5152. light_data.shadow_color2[0] = shadow_col.r;
  5153. light_data.shadow_color2[1] = shadow_col.g;
  5154. light_data.shadow_color2[2] = shadow_col.b;
  5155. light_data.shadow_color2[3] = 1.0;
  5156. light_data.shadow_color3[0] = shadow_col.r;
  5157. light_data.shadow_color3[1] = shadow_col.g;
  5158. light_data.shadow_color3[2] = shadow_col.b;
  5159. light_data.shadow_color3[3] = 1.0;
  5160. light_data.shadow_color4[0] = shadow_col.r;
  5161. light_data.shadow_color4[1] = shadow_col.g;
  5162. light_data.shadow_color4[2] = shadow_col.b;
  5163. light_data.shadow_color4[3] = 1.0;
  5164. }
  5165. light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
  5166. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  5167. if (angular_diameter > 0.0) {
  5168. // I know tan(0) is 0, but let's not risk it with numerical precision.
  5169. // technically this will keep expanding until reaching the sun, but all we care
  5170. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  5171. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  5172. } else {
  5173. angular_diameter = 0.0;
  5174. }
  5175. if (light_data.shadow_enabled) {
  5176. RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
  5177. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  5178. light_data.blend_splits = storage->light_directional_get_blend_splits(base);
  5179. for (int j = 0; j < 4; j++) {
  5180. Rect2 atlas_rect = light_instance_get_directional_shadow_atlas_rect(li, j);
  5181. CameraMatrix matrix = light_instance_get_shadow_camera(li, j);
  5182. float split = light_instance_get_directional_shadow_split(li, MIN(limit, j));
  5183. CameraMatrix bias;
  5184. bias.set_light_bias();
  5185. CameraMatrix rectm;
  5186. rectm.set_light_atlas_rect(atlas_rect);
  5187. Transform modelview = (p_camera_inverse_transform * light_instance_get_shadow_transform(li, j)).inverse();
  5188. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  5189. light_data.shadow_split_offsets[j] = split;
  5190. float bias_scale = light_instance_get_shadow_bias_scale(li, j);
  5191. light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
  5192. light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
  5193. light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
  5194. light_data.shadow_z_range[j] = light_instance_get_shadow_range(li, j);
  5195. light_data.shadow_range_begin[j] = light_instance_get_shadow_range_begin(li, j);
  5196. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  5197. Vector2 uv_scale = light_instance_get_shadow_uv_scale(li, j);
  5198. uv_scale *= atlas_rect.size; //adapt to atlas size
  5199. switch (j) {
  5200. case 0: {
  5201. light_data.uv_scale1[0] = uv_scale.x;
  5202. light_data.uv_scale1[1] = uv_scale.y;
  5203. } break;
  5204. case 1: {
  5205. light_data.uv_scale2[0] = uv_scale.x;
  5206. light_data.uv_scale2[1] = uv_scale.y;
  5207. } break;
  5208. case 2: {
  5209. light_data.uv_scale3[0] = uv_scale.x;
  5210. light_data.uv_scale3[1] = uv_scale.y;
  5211. } break;
  5212. case 3: {
  5213. light_data.uv_scale4[0] = uv_scale.x;
  5214. light_data.uv_scale4[1] = uv_scale.y;
  5215. } break;
  5216. }
  5217. }
  5218. float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  5219. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  5220. light_data.fade_to = -light_data.shadow_split_offsets[3];
  5221. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  5222. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  5223. light_data.softshadow_angle = angular_diameter;
  5224. if (angular_diameter <= 0.0) {
  5225. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  5226. }
  5227. }
  5228. r_directional_light_count++;
  5229. } break;
  5230. case RS::LIGHT_SPOT:
  5231. case RS::LIGHT_OMNI: {
  5232. if (light_count >= cluster.max_lights) {
  5233. continue;
  5234. }
  5235. Transform light_transform = light_instance_get_base_transform(li);
  5236. Cluster::LightData &light_data = cluster.lights[light_count];
  5237. cluster.lights_instances[light_count] = li;
  5238. float sign = storage->light_is_negative(base) ? -1 : 1;
  5239. Color linear_col = storage->light_get_color(base).to_linear();
  5240. light_data.attenuation_energy[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION));
  5241. light_data.attenuation_energy[1] = Math::make_half_float(sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI);
  5242. light_data.color_specular[0] = MIN(uint32_t(linear_col.r * 255), 255);
  5243. light_data.color_specular[1] = MIN(uint32_t(linear_col.g * 255), 255);
  5244. light_data.color_specular[2] = MIN(uint32_t(linear_col.b * 255), 255);
  5245. light_data.color_specular[3] = MIN(uint32_t(storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 255), 255);
  5246. float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  5247. light_data.inv_radius = 1.0 / radius;
  5248. Vector3 pos = p_camera_inverse_transform.xform(light_transform.origin);
  5249. light_data.position[0] = pos.x;
  5250. light_data.position[1] = pos.y;
  5251. light_data.position[2] = pos.z;
  5252. Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  5253. light_data.direction[0] = direction.x;
  5254. light_data.direction[1] = direction.y;
  5255. light_data.direction[2] = direction.z;
  5256. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  5257. light_data.size = size;
  5258. light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION));
  5259. float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  5260. light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle)));
  5261. light_data.mask = storage->light_get_cull_mask(base);
  5262. light_data.atlas_rect[0] = 0;
  5263. light_data.atlas_rect[1] = 0;
  5264. light_data.atlas_rect[2] = 0;
  5265. light_data.atlas_rect[3] = 0;
  5266. RID projector = storage->light_get_projector(base);
  5267. if (projector.is_valid()) {
  5268. Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
  5269. if (type == RS::LIGHT_SPOT) {
  5270. light_data.projector_rect[0] = rect.position.x;
  5271. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  5272. light_data.projector_rect[2] = rect.size.width;
  5273. light_data.projector_rect[3] = -rect.size.height;
  5274. } else {
  5275. light_data.projector_rect[0] = rect.position.x;
  5276. light_data.projector_rect[1] = rect.position.y;
  5277. light_data.projector_rect[2] = rect.size.width;
  5278. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  5279. }
  5280. } else {
  5281. light_data.projector_rect[0] = 0;
  5282. light_data.projector_rect[1] = 0;
  5283. light_data.projector_rect[2] = 0;
  5284. light_data.projector_rect[3] = 0;
  5285. }
  5286. if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
  5287. // fill in the shadow information
  5288. Color shadow_color = storage->light_get_shadow_color(base);
  5289. light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
  5290. light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
  5291. light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
  5292. light_data.shadow_color_enabled[3] = 255;
  5293. if (type == RS::LIGHT_SPOT) {
  5294. light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
  5295. float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
  5296. shadow_texel_size *= light_instance_get_shadow_texel_size(li, p_shadow_atlas);
  5297. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
  5298. } else { //omni
  5299. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
  5300. float shadow_texel_size = light_instance_get_shadow_texel_size(li, p_shadow_atlas);
  5301. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
  5302. }
  5303. light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
  5304. Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
  5305. light_data.atlas_rect[0] = rect.position.x;
  5306. light_data.atlas_rect[1] = rect.position.y;
  5307. light_data.atlas_rect[2] = rect.size.width;
  5308. light_data.atlas_rect[3] = rect.size.height;
  5309. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  5310. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  5311. if (type == RS::LIGHT_OMNI) {
  5312. light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
  5313. Transform proj = (p_camera_inverse_transform * light_transform).inverse();
  5314. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  5315. if (size > 0.0) {
  5316. light_data.soft_shadow_size = size;
  5317. } else {
  5318. light_data.soft_shadow_size = 0.0;
  5319. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  5320. }
  5321. } else if (type == RS::LIGHT_SPOT) {
  5322. Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
  5323. CameraMatrix bias;
  5324. bias.set_light_bias();
  5325. CameraMatrix shadow_mtx = bias * light_instance_get_shadow_camera(li, 0) * modelview;
  5326. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  5327. if (size > 0.0) {
  5328. CameraMatrix cm = light_instance_get_shadow_camera(li, 0);
  5329. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  5330. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  5331. } else {
  5332. light_data.soft_shadow_size = 0.0;
  5333. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  5334. }
  5335. }
  5336. } else {
  5337. light_data.shadow_color_enabled[3] = 0;
  5338. }
  5339. light_instance_set_index(li, light_count);
  5340. cluster.builder.add_light(type == RS::LIGHT_SPOT ? LightClusterBuilder::LIGHT_TYPE_SPOT : LightClusterBuilder::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  5341. light_count++;
  5342. r_positional_light_count++;
  5343. } break;
  5344. }
  5345. light_instance_set_render_pass(li, RSG::rasterizer->get_frame_number());
  5346. //update UBO for forward rendering, blit to texture for clustered
  5347. }
  5348. if (light_count) {
  5349. RD::get_singleton()->buffer_update(cluster.light_buffer, 0, sizeof(Cluster::LightData) * light_count, cluster.lights, true);
  5350. }
  5351. if (r_directional_light_count) {
  5352. RD::get_singleton()->buffer_update(cluster.directional_light_buffer, 0, sizeof(Cluster::DirectionalLightData) * r_directional_light_count, cluster.directional_lights, true);
  5353. }
  5354. }
  5355. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform) {
  5356. Transform uv_xform;
  5357. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  5358. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  5359. uint32_t decal_count = MIN((uint32_t)p_decals.size(), cluster.max_decals);
  5360. int idx = 0;
  5361. for (uint32_t i = 0; i < decal_count; i++) {
  5362. RID di = p_decals[i];
  5363. RID decal = decal_instance_get_base(di);
  5364. Transform xform = decal_instance_get_transform(di);
  5365. float fade = 1.0;
  5366. if (storage->decal_is_distance_fade_enabled(decal)) {
  5367. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  5368. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  5369. float fade_length = storage->decal_get_distance_fade_length(decal);
  5370. if (distance > fade_begin) {
  5371. if (distance > fade_begin + fade_length) {
  5372. continue; // do not use this decal, its invisible
  5373. }
  5374. fade = 1.0 - (distance - fade_begin) / fade_length;
  5375. }
  5376. }
  5377. Cluster::DecalData &dd = cluster.decals[idx];
  5378. Vector3 decal_extents = storage->decal_get_extents(decal);
  5379. Transform scale_xform;
  5380. scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
  5381. Transform to_decal_xform = (p_camera_inverse_xform * decal_instance_get_transform(di) * scale_xform * uv_xform).affine_inverse();
  5382. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  5383. Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
  5384. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  5385. dd.normal[0] = normal.x;
  5386. dd.normal[1] = normal.y;
  5387. dd.normal[2] = normal.z;
  5388. dd.normal_fade = storage->decal_get_normal_fade(decal);
  5389. RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  5390. RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  5391. if (albedo_tex.is_valid()) {
  5392. Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
  5393. dd.albedo_rect[0] = rect.position.x;
  5394. dd.albedo_rect[1] = rect.position.y;
  5395. dd.albedo_rect[2] = rect.size.x;
  5396. dd.albedo_rect[3] = rect.size.y;
  5397. } else {
  5398. if (!emission_tex.is_valid()) {
  5399. continue; //no albedo, no emission, no decal.
  5400. }
  5401. dd.albedo_rect[0] = 0;
  5402. dd.albedo_rect[1] = 0;
  5403. dd.albedo_rect[2] = 0;
  5404. dd.albedo_rect[3] = 0;
  5405. }
  5406. RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  5407. if (normal_tex.is_valid()) {
  5408. Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
  5409. dd.normal_rect[0] = rect.position.x;
  5410. dd.normal_rect[1] = rect.position.y;
  5411. dd.normal_rect[2] = rect.size.x;
  5412. dd.normal_rect[3] = rect.size.y;
  5413. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  5414. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  5415. } else {
  5416. dd.normal_rect[0] = 0;
  5417. dd.normal_rect[1] = 0;
  5418. dd.normal_rect[2] = 0;
  5419. dd.normal_rect[3] = 0;
  5420. }
  5421. RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  5422. if (orm_tex.is_valid()) {
  5423. Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
  5424. dd.orm_rect[0] = rect.position.x;
  5425. dd.orm_rect[1] = rect.position.y;
  5426. dd.orm_rect[2] = rect.size.x;
  5427. dd.orm_rect[3] = rect.size.y;
  5428. } else {
  5429. dd.orm_rect[0] = 0;
  5430. dd.orm_rect[1] = 0;
  5431. dd.orm_rect[2] = 0;
  5432. dd.orm_rect[3] = 0;
  5433. }
  5434. if (emission_tex.is_valid()) {
  5435. Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
  5436. dd.emission_rect[0] = rect.position.x;
  5437. dd.emission_rect[1] = rect.position.y;
  5438. dd.emission_rect[2] = rect.size.x;
  5439. dd.emission_rect[3] = rect.size.y;
  5440. } else {
  5441. dd.emission_rect[0] = 0;
  5442. dd.emission_rect[1] = 0;
  5443. dd.emission_rect[2] = 0;
  5444. dd.emission_rect[3] = 0;
  5445. }
  5446. Color modulate = storage->decal_get_modulate(decal);
  5447. dd.modulate[0] = modulate.r;
  5448. dd.modulate[1] = modulate.g;
  5449. dd.modulate[2] = modulate.b;
  5450. dd.modulate[3] = modulate.a * fade;
  5451. dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
  5452. dd.albedo_mix = storage->decal_get_albedo_mix(decal);
  5453. dd.mask = storage->decal_get_cull_mask(decal);
  5454. dd.upper_fade = storage->decal_get_upper_fade(decal);
  5455. dd.lower_fade = storage->decal_get_lower_fade(decal);
  5456. cluster.builder.add_decal(xform, decal_extents);
  5457. idx++;
  5458. }
  5459. if (idx > 0) {
  5460. RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * idx, cluster.decals, true);
  5461. }
  5462. }
  5463. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  5464. ERR_FAIL_COND(!rb->volumetric_fog);
  5465. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  5466. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  5467. if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  5468. RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
  5469. }
  5470. if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
  5471. RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
  5472. }
  5473. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  5474. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  5475. }
  5476. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  5477. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  5478. }
  5479. memdelete(rb->volumetric_fog);
  5480. rb->volumetric_fog = nullptr;
  5481. }
  5482. void RendererSceneRenderRD::_allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size) {
  5483. //create fog mipmaps
  5484. uint32_t fog_texture_size = p_target_size;
  5485. uint32_t base_texture_size = p_base_size;
  5486. ShadowShrinkStage first;
  5487. first.size = base_texture_size;
  5488. first.texture = p_base;
  5489. shrink_stages.push_back(first); //put depth first in case we dont find smaller ones
  5490. while (fog_texture_size < base_texture_size) {
  5491. base_texture_size = MAX(base_texture_size / 8, fog_texture_size);
  5492. ShadowShrinkStage s;
  5493. s.size = base_texture_size;
  5494. RD::TextureFormat tf;
  5495. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  5496. tf.width = base_texture_size;
  5497. tf.height = base_texture_size;
  5498. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  5499. if (base_texture_size == fog_texture_size) {
  5500. s.filter_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  5501. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  5502. }
  5503. s.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  5504. shrink_stages.push_back(s);
  5505. }
  5506. }
  5507. void RendererSceneRenderRD::_clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages) {
  5508. for (int i = 1; i < shrink_stages.size(); i++) {
  5509. RD::get_singleton()->free(shrink_stages[i].texture);
  5510. if (shrink_stages[i].filter_texture.is_valid()) {
  5511. RD::get_singleton()->free(shrink_stages[i].filter_texture);
  5512. }
  5513. }
  5514. shrink_stages.clear();
  5515. }
  5516. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
  5517. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  5518. ERR_FAIL_COND(!rb);
  5519. Environment *env = environment_owner.getornull(p_environment);
  5520. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  5521. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  5522. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  5523. if (rb->volumetric_fog) {
  5524. //validate
  5525. if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
  5526. _volumetric_fog_erase(rb);
  5527. _render_buffers_uniform_set_changed(p_render_buffers);
  5528. }
  5529. }
  5530. if (!env || !env->volumetric_fog_enabled) {
  5531. //no reason to enable or update, bye
  5532. return;
  5533. }
  5534. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  5535. //required volumetric fog but not existing, create
  5536. rb->volumetric_fog = memnew(VolumetricFog);
  5537. rb->volumetric_fog->width = target_width;
  5538. rb->volumetric_fog->height = target_height;
  5539. rb->volumetric_fog->depth = volumetric_fog_depth;
  5540. RD::TextureFormat tf;
  5541. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  5542. tf.width = target_width;
  5543. tf.height = target_height;
  5544. tf.depth = volumetric_fog_depth;
  5545. tf.texture_type = RD::TEXTURE_TYPE_3D;
  5546. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  5547. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  5548. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  5549. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  5550. _render_buffers_uniform_set_changed(p_render_buffers);
  5551. Vector<RD::Uniform> uniforms;
  5552. {
  5553. RD::Uniform u;
  5554. u.binding = 0;
  5555. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  5556. u.ids.push_back(rb->volumetric_fog->fog_map);
  5557. uniforms.push_back(u);
  5558. }
  5559. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  5560. }
  5561. //update directional shadow
  5562. if (p_use_directional_shadows) {
  5563. if (directional_shadow.shrink_stages.empty()) {
  5564. if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  5565. //invalidate uniform set, we will need a new one
  5566. RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
  5567. rb->volumetric_fog->uniform_set = RID();
  5568. }
  5569. _allocate_shadow_shrink_stages(directional_shadow.depth, directional_shadow.size, directional_shadow.shrink_stages, volumetric_fog_directional_shadow_shrink);
  5570. }
  5571. if (directional_shadow.shrink_stages.size() > 1) {
  5572. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  5573. for (int i = 1; i < directional_shadow.shrink_stages.size(); i++) {
  5574. int32_t src_size = directional_shadow.shrink_stages[i - 1].size;
  5575. int32_t dst_size = directional_shadow.shrink_stages[i].size;
  5576. Rect2i r(0, 0, src_size, src_size);
  5577. int32_t shrink_limit = 8 / (src_size / dst_size);
  5578. storage->get_effects()->reduce_shadow(directional_shadow.shrink_stages[i - 1].texture, directional_shadow.shrink_stages[i].texture, Size2i(src_size, src_size), r, shrink_limit, compute_list);
  5579. RD::get_singleton()->compute_list_add_barrier(compute_list);
  5580. if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && directional_shadow.shrink_stages[i].filter_texture.is_valid()) {
  5581. Rect2i rf(0, 0, dst_size, dst_size);
  5582. storage->get_effects()->filter_shadow(directional_shadow.shrink_stages[i].texture, directional_shadow.shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), rf, env->volumetric_fog_shadow_filter, compute_list);
  5583. }
  5584. }
  5585. RD::get_singleton()->compute_list_end();
  5586. }
  5587. }
  5588. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  5589. if (shadow_atlas) {
  5590. //shrink shadows that need to be shrunk
  5591. bool force_shrink_shadows = false;
  5592. if (shadow_atlas->shrink_stages.empty()) {
  5593. if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  5594. //invalidate uniform set, we will need a new one
  5595. RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
  5596. rb->volumetric_fog->uniform_set = RID();
  5597. }
  5598. _allocate_shadow_shrink_stages(shadow_atlas->depth, shadow_atlas->size, shadow_atlas->shrink_stages, volumetric_fog_positional_shadow_shrink);
  5599. force_shrink_shadows = true;
  5600. }
  5601. if (rb->volumetric_fog->last_shadow_filter != env->volumetric_fog_shadow_filter) {
  5602. //if shadow filter changed, invalidate caches
  5603. rb->volumetric_fog->last_shadow_filter = env->volumetric_fog_shadow_filter;
  5604. force_shrink_shadows = true;
  5605. }
  5606. cluster.lights_shadow_rect_cache_count = 0;
  5607. for (int i = 0; i < p_positional_light_count; i++) {
  5608. if (cluster.lights[i].shadow_color_enabled[3] > 127) {
  5609. RID li = cluster.lights_instances[i];
  5610. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(li));
  5611. uint32_t key = shadow_atlas->shadow_owners[li];
  5612. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  5613. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  5614. ERR_CONTINUE((int)shadow >= shadow_atlas->quadrants[quadrant].shadows.size());
  5615. ShadowAtlas::Quadrant::Shadow &s = shadow_atlas->quadrants[quadrant].shadows.write[shadow];
  5616. if (!force_shrink_shadows && s.fog_version == s.version) {
  5617. continue; //do not update, no need
  5618. }
  5619. s.fog_version = s.version;
  5620. uint32_t quadrant_size = shadow_atlas->size >> 1;
  5621. Rect2i atlas_rect;
  5622. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  5623. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  5624. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  5625. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  5626. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  5627. atlas_rect.size.x = shadow_size;
  5628. atlas_rect.size.y = shadow_size;
  5629. cluster.lights_shadow_rect_cache[cluster.lights_shadow_rect_cache_count] = atlas_rect;
  5630. cluster.lights_shadow_rect_cache_count++;
  5631. if (cluster.lights_shadow_rect_cache_count == cluster.max_lights) {
  5632. break; //light limit reached
  5633. }
  5634. }
  5635. }
  5636. if (cluster.lights_shadow_rect_cache_count > 0) {
  5637. //there are shadows to be shrunk, try to do them in parallel
  5638. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  5639. for (int i = 1; i < shadow_atlas->shrink_stages.size(); i++) {
  5640. int32_t base_size = shadow_atlas->shrink_stages[0].size;
  5641. int32_t src_size = shadow_atlas->shrink_stages[i - 1].size;
  5642. int32_t dst_size = shadow_atlas->shrink_stages[i].size;
  5643. uint32_t rect_divisor = base_size / src_size;
  5644. int32_t shrink_limit = 8 / (src_size / dst_size);
  5645. //shrink in parallel for more performance
  5646. for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
  5647. Rect2i src_rect = cluster.lights_shadow_rect_cache[j];
  5648. src_rect.position /= rect_divisor;
  5649. src_rect.size /= rect_divisor;
  5650. storage->get_effects()->reduce_shadow(shadow_atlas->shrink_stages[i - 1].texture, shadow_atlas->shrink_stages[i].texture, Size2i(src_size, src_size), src_rect, shrink_limit, compute_list);
  5651. }
  5652. RD::get_singleton()->compute_list_add_barrier(compute_list);
  5653. if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && shadow_atlas->shrink_stages[i].filter_texture.is_valid()) {
  5654. uint32_t filter_divisor = base_size / dst_size;
  5655. //filter in parallel for more performance
  5656. for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
  5657. Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
  5658. dst_rect.position /= filter_divisor;
  5659. dst_rect.size /= filter_divisor;
  5660. storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, true, false);
  5661. }
  5662. RD::get_singleton()->compute_list_add_barrier(compute_list);
  5663. for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
  5664. Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
  5665. dst_rect.position /= filter_divisor;
  5666. dst_rect.size /= filter_divisor;
  5667. storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, false, true);
  5668. }
  5669. }
  5670. }
  5671. RD::get_singleton()->compute_list_end();
  5672. }
  5673. }
  5674. //update volumetric fog
  5675. if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  5676. //re create uniform set if needed
  5677. Vector<RD::Uniform> uniforms;
  5678. {
  5679. RD::Uniform u;
  5680. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  5681. u.binding = 1;
  5682. if (shadow_atlas == nullptr || shadow_atlas->shrink_stages.size() == 0) {
  5683. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  5684. } else {
  5685. u.ids.push_back(shadow_atlas->shrink_stages[shadow_atlas->shrink_stages.size() - 1].texture);
  5686. }
  5687. uniforms.push_back(u);
  5688. }
  5689. {
  5690. RD::Uniform u;
  5691. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  5692. u.binding = 2;
  5693. if (directional_shadow.shrink_stages.size() == 0) {
  5694. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  5695. } else {
  5696. u.ids.push_back(directional_shadow.shrink_stages[directional_shadow.shrink_stages.size() - 1].texture);
  5697. }
  5698. uniforms.push_back(u);
  5699. }
  5700. {
  5701. RD::Uniform u;
  5702. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  5703. u.binding = 3;
  5704. u.ids.push_back(get_positional_light_buffer());
  5705. uniforms.push_back(u);
  5706. }
  5707. {
  5708. RD::Uniform u;
  5709. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  5710. u.binding = 4;
  5711. u.ids.push_back(get_directional_light_buffer());
  5712. uniforms.push_back(u);
  5713. }
  5714. {
  5715. RD::Uniform u;
  5716. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  5717. u.binding = 5;
  5718. u.ids.push_back(get_cluster_builder_texture());
  5719. uniforms.push_back(u);
  5720. }
  5721. {
  5722. RD::Uniform u;
  5723. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  5724. u.binding = 6;
  5725. u.ids.push_back(get_cluster_builder_indices_buffer());
  5726. uniforms.push_back(u);
  5727. }
  5728. {
  5729. RD::Uniform u;
  5730. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  5731. u.binding = 7;
  5732. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  5733. uniforms.push_back(u);
  5734. }
  5735. {
  5736. RD::Uniform u;
  5737. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  5738. u.binding = 8;
  5739. u.ids.push_back(rb->volumetric_fog->light_density_map);
  5740. uniforms.push_back(u);
  5741. }
  5742. {
  5743. RD::Uniform u;
  5744. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  5745. u.binding = 9;
  5746. u.ids.push_back(rb->volumetric_fog->fog_map);
  5747. uniforms.push_back(u);
  5748. }
  5749. {
  5750. RD::Uniform u;
  5751. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  5752. u.binding = 10;
  5753. u.ids.push_back(shadow_sampler);
  5754. uniforms.push_back(u);
  5755. }
  5756. {
  5757. RD::Uniform u;
  5758. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  5759. u.binding = 11;
  5760. u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
  5761. uniforms.push_back(u);
  5762. }
  5763. {
  5764. RD::Uniform u;
  5765. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  5766. u.binding = 12;
  5767. for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
  5768. u.ids.push_back(rb->giprobe_textures[i]);
  5769. }
  5770. uniforms.push_back(u);
  5771. }
  5772. {
  5773. RD::Uniform u;
  5774. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  5775. u.binding = 13;
  5776. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  5777. uniforms.push_back(u);
  5778. }
  5779. rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  5780. SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
  5781. rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  5782. }
  5783. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  5784. if (using_sdfgi) {
  5785. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  5786. Vector<RD::Uniform> uniforms;
  5787. {
  5788. RD::Uniform u;
  5789. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  5790. u.binding = 0;
  5791. u.ids.push_back(gi.sdfgi_ubo);
  5792. uniforms.push_back(u);
  5793. }
  5794. {
  5795. RD::Uniform u;
  5796. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  5797. u.binding = 1;
  5798. u.ids.push_back(rb->sdfgi->ambient_texture);
  5799. uniforms.push_back(u);
  5800. }
  5801. {
  5802. RD::Uniform u;
  5803. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  5804. u.binding = 2;
  5805. u.ids.push_back(rb->sdfgi->occlusion_texture);
  5806. uniforms.push_back(u);
  5807. }
  5808. rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
  5809. }
  5810. }
  5811. rb->volumetric_fog->length = env->volumetric_fog_length;
  5812. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  5813. VolumetricFogShader::PushConstant push_constant;
  5814. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  5815. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  5816. float z_near = p_cam_projection.get_z_near();
  5817. float z_far = p_cam_projection.get_z_far();
  5818. float fog_end = env->volumetric_fog_length;
  5819. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  5820. Vector2 fog_near_size;
  5821. if (p_cam_projection.is_orthogonal()) {
  5822. fog_near_size = fog_far_size;
  5823. } else {
  5824. fog_near_size = Vector2();
  5825. }
  5826. push_constant.fog_frustum_size_begin[0] = fog_near_size.x;
  5827. push_constant.fog_frustum_size_begin[1] = fog_near_size.y;
  5828. push_constant.fog_frustum_size_end[0] = fog_far_size.x;
  5829. push_constant.fog_frustum_size_end[1] = fog_far_size.y;
  5830. push_constant.z_near = z_near;
  5831. push_constant.z_far = z_far;
  5832. push_constant.fog_frustum_end = fog_end;
  5833. push_constant.fog_volume_size[0] = rb->volumetric_fog->width;
  5834. push_constant.fog_volume_size[1] = rb->volumetric_fog->height;
  5835. push_constant.fog_volume_size[2] = rb->volumetric_fog->depth;
  5836. push_constant.directional_light_count = p_directional_light_count;
  5837. Color light = env->volumetric_fog_light.to_linear();
  5838. push_constant.light_energy[0] = light.r * env->volumetric_fog_light_energy;
  5839. push_constant.light_energy[1] = light.g * env->volumetric_fog_light_energy;
  5840. push_constant.light_energy[2] = light.b * env->volumetric_fog_light_energy;
  5841. push_constant.base_density = env->volumetric_fog_density;
  5842. push_constant.detail_spread = env->volumetric_fog_detail_spread;
  5843. push_constant.gi_inject = env->volumetric_fog_gi_inject;
  5844. push_constant.cam_rotation[0] = p_cam_transform.basis[0][0];
  5845. push_constant.cam_rotation[1] = p_cam_transform.basis[1][0];
  5846. push_constant.cam_rotation[2] = p_cam_transform.basis[2][0];
  5847. push_constant.cam_rotation[3] = 0;
  5848. push_constant.cam_rotation[4] = p_cam_transform.basis[0][1];
  5849. push_constant.cam_rotation[5] = p_cam_transform.basis[1][1];
  5850. push_constant.cam_rotation[6] = p_cam_transform.basis[2][1];
  5851. push_constant.cam_rotation[7] = 0;
  5852. push_constant.cam_rotation[8] = p_cam_transform.basis[0][2];
  5853. push_constant.cam_rotation[9] = p_cam_transform.basis[1][2];
  5854. push_constant.cam_rotation[10] = p_cam_transform.basis[2][2];
  5855. push_constant.cam_rotation[11] = 0;
  5856. push_constant.filter_axis = 0;
  5857. push_constant.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
  5858. /* Vector2 dssize = directional_shadow_get_size();
  5859. push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
  5860. push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
  5861. */
  5862. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  5863. bool use_filter = volumetric_fog_filter_active;
  5864. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
  5865. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  5866. if (using_sdfgi) {
  5867. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  5868. }
  5869. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
  5870. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 4, 4, 4);
  5871. RD::get_singleton()->compute_list_add_barrier(compute_list);
  5872. if (use_filter) {
  5873. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  5874. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  5875. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
  5876. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 8, 8, 1);
  5877. RD::get_singleton()->compute_list_add_barrier(compute_list);
  5878. push_constant.filter_axis = 1;
  5879. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
  5880. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
  5881. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 8, 8, 1);
  5882. RD::get_singleton()->compute_list_add_barrier(compute_list);
  5883. }
  5884. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
  5885. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  5886. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
  5887. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1, 8, 8, 1);
  5888. RD::get_singleton()->compute_list_end();
  5889. }
  5890. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold) {
  5891. Color clear_color;
  5892. if (p_render_buffers.is_valid()) {
  5893. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  5894. ERR_FAIL_COND(!rb);
  5895. clear_color = storage->render_target_get_clear_request_color(rb->render_target);
  5896. } else {
  5897. clear_color = storage->get_default_clear_color();
  5898. }
  5899. //assign render indices to giprobes
  5900. for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
  5901. GIProbeInstance *giprobe_inst = gi_probe_instance_owner.getornull(p_gi_probes[i]);
  5902. if (giprobe_inst) {
  5903. giprobe_inst->render_index = i;
  5904. }
  5905. }
  5906. const PagedArray<RID> *lights = &p_lights;
  5907. const PagedArray<RID> *reflections = &p_reflection_probes;
  5908. const PagedArray<RID> *gi_probes = &p_gi_probes;
  5909. PagedArray<RID> empty;
  5910. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  5911. lights = &empty;
  5912. reflections = &empty;
  5913. gi_probes = &empty;
  5914. }
  5915. cluster.builder.begin(p_cam_transform.affine_inverse(), p_cam_projection); //prepare cluster
  5916. bool using_shadows = true;
  5917. if (p_reflection_probe.is_valid()) {
  5918. if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_reflection_probe))) {
  5919. using_shadows = false;
  5920. }
  5921. } else {
  5922. //do not render reflections when rendering a reflection probe
  5923. _setup_reflections(*reflections, p_cam_transform.affine_inverse(), p_environment);
  5924. }
  5925. uint32_t directional_light_count = 0;
  5926. uint32_t positional_light_count = 0;
  5927. _setup_lights(*lights, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows, directional_light_count, positional_light_count);
  5928. _setup_decals(p_decals, p_cam_transform.affine_inverse());
  5929. cluster.builder.bake_cluster(); //bake to cluster
  5930. uint32_t gi_probe_count = 0;
  5931. _setup_giprobes(p_render_buffers, p_cam_transform, *gi_probes, gi_probe_count);
  5932. if (p_render_buffers.is_valid()) {
  5933. bool directional_shadows = false;
  5934. for (uint32_t i = 0; i < directional_light_count; i++) {
  5935. if (cluster.directional_lights[i].shadow_enabled) {
  5936. directional_shadows = true;
  5937. break;
  5938. }
  5939. }
  5940. _update_volumetric_fog(p_render_buffers, p_environment, p_cam_projection, p_cam_transform, p_shadow_atlas, directional_light_count, directional_shadows, positional_light_count, gi_probe_count);
  5941. }
  5942. _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, directional_light_count, *gi_probes, p_lightmaps, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
  5943. if (p_render_buffers.is_valid()) {
  5944. RENDER_TIMESTAMP("Tonemap");
  5945. _render_buffers_post_process_and_tonemap(p_render_buffers, p_environment, p_camera_effects, p_cam_projection);
  5946. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas);
  5947. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI) {
  5948. _sdfgi_debug_draw(p_render_buffers, p_cam_projection, p_cam_transform);
  5949. }
  5950. }
  5951. }
  5952. void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<InstanceBase *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
  5953. LightInstance *light_instance = light_instance_owner.getornull(p_light);
  5954. ERR_FAIL_COND(!light_instance);
  5955. Rect2i atlas_rect;
  5956. RID atlas_texture;
  5957. bool using_dual_paraboloid = false;
  5958. bool using_dual_paraboloid_flip = false;
  5959. float znear = 0;
  5960. float zfar = 0;
  5961. RID render_fb;
  5962. RID render_texture;
  5963. float bias = 0;
  5964. float normal_bias = 0;
  5965. bool use_pancake = false;
  5966. bool use_linear_depth = false;
  5967. bool render_cubemap = false;
  5968. bool finalize_cubemap = false;
  5969. CameraMatrix light_projection;
  5970. Transform light_transform;
  5971. if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  5972. //set pssm stuff
  5973. if (light_instance->last_scene_shadow_pass != scene_pass) {
  5974. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  5975. directional_shadow.current_light++;
  5976. light_instance->last_scene_shadow_pass = scene_pass;
  5977. }
  5978. use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  5979. light_projection = light_instance->shadow_transform[p_pass].camera;
  5980. light_transform = light_instance->shadow_transform[p_pass].transform;
  5981. atlas_rect.position.x = light_instance->directional_rect.position.x;
  5982. atlas_rect.position.y = light_instance->directional_rect.position.y;
  5983. atlas_rect.size.width = light_instance->directional_rect.size.x;
  5984. atlas_rect.size.height = light_instance->directional_rect.size.y;
  5985. if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  5986. atlas_rect.size.width /= 2;
  5987. atlas_rect.size.height /= 2;
  5988. if (p_pass == 1) {
  5989. atlas_rect.position.x += atlas_rect.size.width;
  5990. } else if (p_pass == 2) {
  5991. atlas_rect.position.y += atlas_rect.size.height;
  5992. } else if (p_pass == 3) {
  5993. atlas_rect.position.x += atlas_rect.size.width;
  5994. atlas_rect.position.y += atlas_rect.size.height;
  5995. }
  5996. } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  5997. atlas_rect.size.height /= 2;
  5998. if (p_pass == 0) {
  5999. } else {
  6000. atlas_rect.position.y += atlas_rect.size.height;
  6001. }
  6002. }
  6003. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  6004. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  6005. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  6006. float bias_mult = light_instance->shadow_transform[p_pass].bias_scale;
  6007. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  6008. bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_mult;
  6009. normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * bias_mult;
  6010. ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
  6011. render_fb = shadow_map->fb;
  6012. render_texture = shadow_map->depth;
  6013. atlas_texture = directional_shadow.depth;
  6014. } else {
  6015. //set from shadow atlas
  6016. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  6017. ERR_FAIL_COND(!shadow_atlas);
  6018. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  6019. uint32_t key = shadow_atlas->shadow_owners[p_light];
  6020. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  6021. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  6022. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  6023. uint32_t quadrant_size = shadow_atlas->size >> 1;
  6024. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  6025. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  6026. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  6027. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  6028. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  6029. atlas_rect.size.width = shadow_size;
  6030. atlas_rect.size.height = shadow_size;
  6031. atlas_texture = shadow_atlas->depth;
  6032. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  6033. bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS);
  6034. normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS);
  6035. if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  6036. if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  6037. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  6038. render_fb = cubemap->side_fb[p_pass];
  6039. render_texture = cubemap->cubemap;
  6040. light_projection = light_instance->shadow_transform[0].camera;
  6041. light_transform = light_instance->shadow_transform[0].transform;
  6042. render_cubemap = true;
  6043. finalize_cubemap = p_pass == 5;
  6044. } else {
  6045. light_projection = light_instance->shadow_transform[0].camera;
  6046. light_transform = light_instance->shadow_transform[0].transform;
  6047. atlas_rect.size.height /= 2;
  6048. atlas_rect.position.y += p_pass * atlas_rect.size.height;
  6049. using_dual_paraboloid = true;
  6050. using_dual_paraboloid_flip = p_pass == 1;
  6051. ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
  6052. render_fb = shadow_map->fb;
  6053. render_texture = shadow_map->depth;
  6054. }
  6055. } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  6056. light_projection = light_instance->shadow_transform[0].camera;
  6057. light_transform = light_instance->shadow_transform[0].transform;
  6058. ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
  6059. render_fb = shadow_map->fb;
  6060. render_texture = shadow_map->depth;
  6061. znear = light_instance->shadow_transform[0].camera.get_z_near();
  6062. use_linear_depth = true;
  6063. }
  6064. }
  6065. if (render_cubemap) {
  6066. //rendering to cubemap
  6067. _render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
  6068. if (finalize_cubemap) {
  6069. //reblit
  6070. atlas_rect.size.height /= 2;
  6071. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, false);
  6072. atlas_rect.position.y += atlas_rect.size.height;
  6073. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, true);
  6074. }
  6075. } else {
  6076. //render shadow
  6077. _render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
  6078. //copy to atlas
  6079. if (use_linear_depth) {
  6080. storage->get_effects()->copy_depth_to_rect_and_linearize(render_texture, atlas_texture, atlas_rect, true, znear, zfar);
  6081. } else {
  6082. storage->get_effects()->copy_depth_to_rect(render_texture, atlas_texture, atlas_rect, true);
  6083. }
  6084. //does not work from depth to color
  6085. //RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
  6086. }
  6087. }
  6088. void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  6089. _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
  6090. }
  6091. void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<InstanceBase *> &p_instances) {
  6092. //print_line("rendering region " + itos(p_region));
  6093. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  6094. ERR_FAIL_COND(!rb);
  6095. ERR_FAIL_COND(!rb->sdfgi);
  6096. AABB bounds;
  6097. Vector3i from;
  6098. Vector3i size;
  6099. int cascade_prev = _sdfgi_get_pending_region_data(p_render_buffers, p_region - 1, from, size, bounds);
  6100. int cascade_next = _sdfgi_get_pending_region_data(p_render_buffers, p_region + 1, from, size, bounds);
  6101. int cascade = _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
  6102. ERR_FAIL_COND(cascade < 0);
  6103. if (cascade_prev != cascade) {
  6104. //initialize render
  6105. RD::get_singleton()->texture_clear(rb->sdfgi->render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
  6106. RD::get_singleton()->texture_clear(rb->sdfgi->render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
  6107. RD::get_singleton()->texture_clear(rb->sdfgi->render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
  6108. RD::get_singleton()->texture_clear(rb->sdfgi->render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
  6109. }
  6110. //print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(rb->sdfgi->cascades[cascade].cell_size));
  6111. _render_sdfgi(p_render_buffers, from, size, bounds, p_instances, rb->sdfgi->render_albedo, rb->sdfgi->render_emission, rb->sdfgi->render_emission_aniso, rb->sdfgi->render_geom_facing);
  6112. if (cascade_next != cascade) {
  6113. RENDER_TIMESTAMP(">SDFGI Update SDF");
  6114. //done rendering! must update SDF
  6115. //clear dispatch indirect data
  6116. SDGIShader::PreprocessPushConstant push_constant;
  6117. zeromem(&push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6118. RENDER_TIMESTAMP("Scroll SDF");
  6119. //scroll
  6120. if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
  6121. //for scroll
  6122. Vector3i dirty = rb->sdfgi->cascades[cascade].dirty_regions;
  6123. push_constant.scroll[0] = dirty.x;
  6124. push_constant.scroll[1] = dirty.y;
  6125. push_constant.scroll[2] = dirty.z;
  6126. } else {
  6127. //for no scroll
  6128. push_constant.scroll[0] = 0;
  6129. push_constant.scroll[1] = 0;
  6130. push_constant.scroll[2] = 0;
  6131. }
  6132. push_constant.grid_size = rb->sdfgi->cascade_size;
  6133. push_constant.cascade = cascade;
  6134. if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
  6135. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  6136. //must pre scroll existing data because not all is dirty
  6137. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]);
  6138. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_uniform_set, 0);
  6139. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6140. RD::get_singleton()->compute_list_dispatch_indirect(compute_list, rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0);
  6141. // no barrier do all together
  6142. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
  6143. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_occlusion_uniform_set, 0);
  6144. Vector3i dirty = rb->sdfgi->cascades[cascade].dirty_regions;
  6145. Vector3i groups;
  6146. groups.x = rb->sdfgi->cascade_size - ABS(dirty.x);
  6147. groups.y = rb->sdfgi->cascade_size - ABS(dirty.y);
  6148. groups.z = rb->sdfgi->cascade_size - ABS(dirty.z);
  6149. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6150. RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z, 4, 4, 4);
  6151. //no barrier, continue together
  6152. {
  6153. //scroll probes and their history also
  6154. SDGIShader::IntegratePushConstant ipush_constant;
  6155. ipush_constant.grid_size[1] = rb->sdfgi->cascade_size;
  6156. ipush_constant.grid_size[2] = rb->sdfgi->cascade_size;
  6157. ipush_constant.grid_size[0] = rb->sdfgi->cascade_size;
  6158. ipush_constant.max_cascades = rb->sdfgi->cascades.size();
  6159. ipush_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
  6160. ipush_constant.history_index = 0;
  6161. ipush_constant.history_size = rb->sdfgi->history_size;
  6162. ipush_constant.ray_count = 0;
  6163. ipush_constant.ray_bias = 0;
  6164. ipush_constant.sky_mode = 0;
  6165. ipush_constant.sky_energy = 0;
  6166. ipush_constant.sky_color[0] = 0;
  6167. ipush_constant.sky_color[1] = 0;
  6168. ipush_constant.sky_color[2] = 0;
  6169. ipush_constant.y_mult = rb->sdfgi->y_mult;
  6170. ipush_constant.store_ambient_texture = false;
  6171. ipush_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
  6172. ipush_constant.image_size[1] = rb->sdfgi->probe_axis_count;
  6173. int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
  6174. ipush_constant.cascade = cascade;
  6175. ipush_constant.world_offset[0] = rb->sdfgi->cascades[cascade].position.x / probe_divisor;
  6176. ipush_constant.world_offset[1] = rb->sdfgi->cascades[cascade].position.y / probe_divisor;
  6177. ipush_constant.world_offset[2] = rb->sdfgi->cascades[cascade].position.z / probe_divisor;
  6178. ipush_constant.scroll[0] = dirty.x / probe_divisor;
  6179. ipush_constant.scroll[1] = dirty.y / probe_divisor;
  6180. ipush_constant.scroll[2] = dirty.z / probe_divisor;
  6181. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL]);
  6182. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
  6183. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
  6184. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
  6185. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
  6186. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6187. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL_STORE]);
  6188. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
  6189. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
  6190. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
  6191. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
  6192. }
  6193. //ok finally barrier
  6194. RD::get_singleton()->compute_list_end();
  6195. }
  6196. //clear dispatch indirect data
  6197. uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
  6198. RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data, true);
  6199. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  6200. bool half_size = true; //much faster, very little difference
  6201. static const int optimized_jf_group_size = 8;
  6202. if (half_size) {
  6203. push_constant.grid_size >>= 1;
  6204. uint32_t cascade_half_size = rb->sdfgi->cascade_size >> 1;
  6205. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
  6206. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_initialize_half_uniform_set, 0);
  6207. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6208. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, 4, 4, 4);
  6209. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6210. //must start with regular jumpflood
  6211. push_constant.half_size = true;
  6212. {
  6213. RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
  6214. uint32_t s = cascade_half_size;
  6215. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
  6216. int jf_us = 0;
  6217. //start with regular jump flood for very coarse reads, as this is impossible to optimize
  6218. while (s > 1) {
  6219. s /= 2;
  6220. push_constant.step_size = s;
  6221. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_half_uniform_set[jf_us], 0);
  6222. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6223. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, 4, 4, 4);
  6224. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6225. jf_us = jf_us == 0 ? 1 : 0;
  6226. if (cascade_half_size / (s / 2) >= optimized_jf_group_size) {
  6227. break;
  6228. }
  6229. }
  6230. RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
  6231. //continue with optimized jump flood for smaller reads
  6232. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
  6233. while (s > 1) {
  6234. s /= 2;
  6235. push_constant.step_size = s;
  6236. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_half_uniform_set[jf_us], 0);
  6237. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6238. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
  6239. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6240. jf_us = jf_us == 0 ? 1 : 0;
  6241. }
  6242. }
  6243. // restore grid size for last passes
  6244. push_constant.grid_size = rb->sdfgi->cascade_size;
  6245. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
  6246. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_upscale_uniform_set, 0);
  6247. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6248. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
  6249. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6250. //run one pass of fullsize jumpflood to fix up half size arctifacts
  6251. push_constant.half_size = false;
  6252. push_constant.step_size = 1;
  6253. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
  6254. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[rb->sdfgi->upscale_jfa_uniform_set_index], 0);
  6255. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6256. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
  6257. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6258. } else {
  6259. //full size jumpflood
  6260. RENDER_TIMESTAMP("SDFGI Jump Flood");
  6261. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
  6262. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_initialize_uniform_set, 0);
  6263. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6264. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
  6265. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6266. push_constant.half_size = false;
  6267. {
  6268. uint32_t s = rb->sdfgi->cascade_size;
  6269. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
  6270. int jf_us = 0;
  6271. //start with regular jump flood for very coarse reads, as this is impossible to optimize
  6272. while (s > 1) {
  6273. s /= 2;
  6274. push_constant.step_size = s;
  6275. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[jf_us], 0);
  6276. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6277. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
  6278. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6279. jf_us = jf_us == 0 ? 1 : 0;
  6280. if (rb->sdfgi->cascade_size / (s / 2) >= optimized_jf_group_size) {
  6281. break;
  6282. }
  6283. }
  6284. RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
  6285. //continue with optimized jump flood for smaller reads
  6286. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
  6287. while (s > 1) {
  6288. s /= 2;
  6289. push_constant.step_size = s;
  6290. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[jf_us], 0);
  6291. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6292. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
  6293. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6294. jf_us = jf_us == 0 ? 1 : 0;
  6295. }
  6296. }
  6297. }
  6298. RENDER_TIMESTAMP("SDFGI Occlusion");
  6299. // occlusion
  6300. {
  6301. uint32_t probe_size = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
  6302. Vector3i probe_global_pos = rb->sdfgi->cascades[cascade].position / probe_size;
  6303. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_OCCLUSION]);
  6304. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->occlusion_uniform_set, 0);
  6305. for (int i = 0; i < 8; i++) {
  6306. //dispatch all at once for performance
  6307. Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1);
  6308. if ((probe_global_pos.x & 1) != 0) {
  6309. offset.x = (offset.x + 1) & 1;
  6310. }
  6311. if ((probe_global_pos.y & 1) != 0) {
  6312. offset.y = (offset.y + 1) & 1;
  6313. }
  6314. if ((probe_global_pos.z & 1) != 0) {
  6315. offset.z = (offset.z + 1) & 1;
  6316. }
  6317. push_constant.probe_offset[0] = offset.x;
  6318. push_constant.probe_offset[1] = offset.y;
  6319. push_constant.probe_offset[2] = offset.z;
  6320. push_constant.occlusion_index = i;
  6321. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6322. Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute
  6323. RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z);
  6324. }
  6325. RD::get_singleton()->compute_list_add_barrier(compute_list);
  6326. }
  6327. RENDER_TIMESTAMP("SDFGI Store");
  6328. // store
  6329. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_STORE]);
  6330. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].sdf_store_uniform_set, 0);
  6331. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
  6332. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
  6333. RD::get_singleton()->compute_list_end();
  6334. //clear these textures, as they will have previous garbage on next draw
  6335. RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
  6336. RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
  6337. RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
  6338. #if 0
  6339. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->cascades[cascade].sdf, 0);
  6340. Ref<Image> img;
  6341. img.instance();
  6342. for (uint32_t i = 0; i < rb->sdfgi->cascade_size; i++) {
  6343. Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
  6344. img->create(rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, false, Image::FORMAT_L8, subarr);
  6345. img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
  6346. }
  6347. //finalize render and update sdf
  6348. #endif
  6349. #if 0
  6350. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->render_albedo, 0);
  6351. Ref<Image> img;
  6352. img.instance();
  6353. for (uint32_t i = 0; i < rb->sdfgi->cascade_size; i++) {
  6354. Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
  6355. img->create(rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, false, Image::FORMAT_RGB565, subarr);
  6356. img->convert(Image::FORMAT_RGBA8);
  6357. img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
  6358. }
  6359. //finalize render and update sdf
  6360. #endif
  6361. RENDER_TIMESTAMP("<SDFGI Update SDF");
  6362. }
  6363. }
  6364. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<InstanceBase *> &p_instances) {
  6365. ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
  6366. Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  6367. CameraMatrix cm;
  6368. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  6369. Vector3 cam_pos = p_transform.origin;
  6370. cam_pos.y += extents.y;
  6371. Transform cam_xform;
  6372. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  6373. RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
  6374. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  6375. }
  6376. void RendererSceneRenderRD::render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result) {
  6377. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  6378. ERR_FAIL_COND(!rb);
  6379. ERR_FAIL_COND(!rb->sdfgi);
  6380. _sdfgi_update_cascades(p_render_buffers); //need cascades updated for this
  6381. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  6382. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_STATIC]);
  6383. SDGIShader::DirectLightPushConstant dl_push_constant;
  6384. dl_push_constant.grid_size[0] = rb->sdfgi->cascade_size;
  6385. dl_push_constant.grid_size[1] = rb->sdfgi->cascade_size;
  6386. dl_push_constant.grid_size[2] = rb->sdfgi->cascade_size;
  6387. dl_push_constant.max_cascades = rb->sdfgi->cascades.size();
  6388. dl_push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
  6389. dl_push_constant.multibounce = false; // this is static light, do not multibounce yet
  6390. dl_push_constant.y_mult = rb->sdfgi->y_mult;
  6391. //all must be processed
  6392. dl_push_constant.process_offset = 0;
  6393. dl_push_constant.process_increment = 1;
  6394. SDGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
  6395. for (uint32_t i = 0; i < p_cascade_count; i++) {
  6396. ERR_CONTINUE(p_cascade_indices[i] >= rb->sdfgi->cascades.size());
  6397. SDFGI::Cascade &cc = rb->sdfgi->cascades[p_cascade_indices[i]];
  6398. { //fill light buffer
  6399. AABB cascade_aabb;
  6400. cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cc.position)) * cc.cell_size;
  6401. cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cc.cell_size;
  6402. int idx = 0;
  6403. for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) {
  6404. if (idx == SDFGI::MAX_STATIC_LIGHTS) {
  6405. break;
  6406. }
  6407. LightInstance *li = light_instance_owner.getornull(p_positional_light_cull_result[i][j]);
  6408. ERR_CONTINUE(!li);
  6409. uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
  6410. if (p_cascade_indices[i] > max_sdfgi_cascade) {
  6411. continue;
  6412. }
  6413. if (!cascade_aabb.intersects(li->aabb)) {
  6414. continue;
  6415. }
  6416. lights[idx].type = storage->light_get_type(li->light);
  6417. Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
  6418. if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
  6419. dir.y *= rb->sdfgi->y_mult; //only makes sense for directional
  6420. dir.normalize();
  6421. }
  6422. lights[idx].direction[0] = dir.x;
  6423. lights[idx].direction[1] = dir.y;
  6424. lights[idx].direction[2] = dir.z;
  6425. Vector3 pos = li->transform.origin;
  6426. pos.y *= rb->sdfgi->y_mult;
  6427. lights[idx].position[0] = pos.x;
  6428. lights[idx].position[1] = pos.y;
  6429. lights[idx].position[2] = pos.z;
  6430. Color color = storage->light_get_color(li->light);
  6431. color = color.to_linear();
  6432. lights[idx].color[0] = color.r;
  6433. lights[idx].color[1] = color.g;
  6434. lights[idx].color[2] = color.b;
  6435. lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
  6436. lights[idx].has_shadow = storage->light_has_shadow(li->light);
  6437. lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
  6438. lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
  6439. lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
  6440. lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  6441. idx++;
  6442. }
  6443. if (idx > 0) {
  6444. RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
  6445. }
  6446. dl_push_constant.light_count = idx;
  6447. }
  6448. dl_push_constant.cascade = p_cascade_indices[i];
  6449. if (dl_push_constant.light_count > 0) {
  6450. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
  6451. RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDGIShader::DirectLightPushConstant));
  6452. RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
  6453. }
  6454. }
  6455. RD::get_singleton()->compute_list_end();
  6456. }
  6457. bool RendererSceneRenderRD::free(RID p_rid) {
  6458. if (render_buffers_owner.owns(p_rid)) {
  6459. RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
  6460. _free_render_buffer_data(rb);
  6461. memdelete(rb->data);
  6462. if (rb->sdfgi) {
  6463. _sdfgi_erase(rb);
  6464. }
  6465. if (rb->volumetric_fog) {
  6466. _volumetric_fog_erase(rb);
  6467. }
  6468. render_buffers_owner.free(p_rid);
  6469. } else if (environment_owner.owns(p_rid)) {
  6470. //not much to delete, just free it
  6471. environment_owner.free(p_rid);
  6472. } else if (camera_effects_owner.owns(p_rid)) {
  6473. //not much to delete, just free it
  6474. camera_effects_owner.free(p_rid);
  6475. } else if (reflection_atlas_owner.owns(p_rid)) {
  6476. reflection_atlas_set_size(p_rid, 0, 0);
  6477. reflection_atlas_owner.free(p_rid);
  6478. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  6479. //not much to delete, just free it
  6480. //ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
  6481. reflection_probe_release_atlas_index(p_rid);
  6482. reflection_probe_instance_owner.free(p_rid);
  6483. } else if (decal_instance_owner.owns(p_rid)) {
  6484. decal_instance_owner.free(p_rid);
  6485. } else if (gi_probe_instance_owner.owns(p_rid)) {
  6486. GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_rid);
  6487. if (gi_probe->texture.is_valid()) {
  6488. RD::get_singleton()->free(gi_probe->texture);
  6489. RD::get_singleton()->free(gi_probe->write_buffer);
  6490. }
  6491. for (int i = 0; i < gi_probe->dynamic_maps.size(); i++) {
  6492. RD::get_singleton()->free(gi_probe->dynamic_maps[i].texture);
  6493. RD::get_singleton()->free(gi_probe->dynamic_maps[i].depth);
  6494. }
  6495. gi_probe_instance_owner.free(p_rid);
  6496. } else if (sky_owner.owns(p_rid)) {
  6497. _update_dirty_skys();
  6498. Sky *sky = sky_owner.getornull(p_rid);
  6499. if (sky->radiance.is_valid()) {
  6500. RD::get_singleton()->free(sky->radiance);
  6501. sky->radiance = RID();
  6502. }
  6503. _clear_reflection_data(sky->reflection);
  6504. if (sky->uniform_buffer.is_valid()) {
  6505. RD::get_singleton()->free(sky->uniform_buffer);
  6506. sky->uniform_buffer = RID();
  6507. }
  6508. if (sky->half_res_pass.is_valid()) {
  6509. RD::get_singleton()->free(sky->half_res_pass);
  6510. sky->half_res_pass = RID();
  6511. }
  6512. if (sky->quarter_res_pass.is_valid()) {
  6513. RD::get_singleton()->free(sky->quarter_res_pass);
  6514. sky->quarter_res_pass = RID();
  6515. }
  6516. if (sky->material.is_valid()) {
  6517. storage->free(sky->material);
  6518. }
  6519. sky_owner.free(p_rid);
  6520. } else if (light_instance_owner.owns(p_rid)) {
  6521. LightInstance *light_instance = light_instance_owner.getornull(p_rid);
  6522. //remove from shadow atlases..
  6523. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
  6524. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get());
  6525. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  6526. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  6527. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  6528. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  6529. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  6530. shadow_atlas->shadow_owners.erase(p_rid);
  6531. }
  6532. light_instance_owner.free(p_rid);
  6533. } else if (shadow_atlas_owner.owns(p_rid)) {
  6534. shadow_atlas_set_size(p_rid, 0);
  6535. shadow_atlas_owner.free(p_rid);
  6536. } else {
  6537. return false;
  6538. }
  6539. return true;
  6540. }
  6541. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  6542. debug_draw = p_debug_draw;
  6543. }
  6544. void RendererSceneRenderRD::update() {
  6545. _update_dirty_skys();
  6546. }
  6547. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  6548. time = p_time;
  6549. time_step = p_step;
  6550. }
  6551. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  6552. screen_space_roughness_limiter = p_enable;
  6553. screen_space_roughness_limiter_amount = p_amount;
  6554. screen_space_roughness_limiter_limit = p_limit;
  6555. }
  6556. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  6557. return screen_space_roughness_limiter;
  6558. }
  6559. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  6560. return screen_space_roughness_limiter_amount;
  6561. }
  6562. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  6563. return screen_space_roughness_limiter_limit;
  6564. }
  6565. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  6566. RD::TextureFormat tf;
  6567. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  6568. tf.width = p_image_size.width; // Always 64x64
  6569. tf.height = p_image_size.height;
  6570. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  6571. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  6572. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  6573. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  6574. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  6575. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  6576. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  6577. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  6578. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  6579. 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;
  6580. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  6581. Vector<RID> fb_tex;
  6582. fb_tex.push_back(albedo_alpha_tex);
  6583. fb_tex.push_back(normal_tex);
  6584. fb_tex.push_back(orm_tex);
  6585. fb_tex.push_back(emission_tex);
  6586. fb_tex.push_back(depth_write_tex);
  6587. fb_tex.push_back(depth_tex);
  6588. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  6589. //RID sampled_light;
  6590. InstanceBase ins;
  6591. ins.base_type = RSG::storage->get_base_type(p_base);
  6592. ins.base = p_base;
  6593. ins.materials.resize(RSG::storage->mesh_get_surface_count(p_base));
  6594. for (int i = 0; i < ins.materials.size(); i++) {
  6595. if (i < p_material_overrides.size()) {
  6596. ins.materials.write[i] = p_material_overrides[i];
  6597. }
  6598. }
  6599. if (cull_argument.size() == 0) {
  6600. cull_argument.push_back(nullptr);
  6601. }
  6602. cull_argument[0] = &ins;
  6603. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  6604. TypedArray<Image> ret;
  6605. {
  6606. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  6607. Ref<Image> img;
  6608. img.instance();
  6609. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  6610. RD::get_singleton()->free(albedo_alpha_tex);
  6611. ret.push_back(img);
  6612. }
  6613. {
  6614. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  6615. Ref<Image> img;
  6616. img.instance();
  6617. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  6618. RD::get_singleton()->free(normal_tex);
  6619. ret.push_back(img);
  6620. }
  6621. {
  6622. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  6623. Ref<Image> img;
  6624. img.instance();
  6625. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  6626. RD::get_singleton()->free(orm_tex);
  6627. ret.push_back(img);
  6628. }
  6629. {
  6630. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  6631. Ref<Image> img;
  6632. img.instance();
  6633. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  6634. RD::get_singleton()->free(emission_tex);
  6635. ret.push_back(img);
  6636. }
  6637. RD::get_singleton()->free(depth_write_tex);
  6638. RD::get_singleton()->free(depth_tex);
  6639. return ret;
  6640. }
  6641. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  6642. sdfgi_debug_probe_pos = p_position;
  6643. sdfgi_debug_probe_dir = p_dir;
  6644. }
  6645. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  6646. RID RendererSceneRenderRD::get_cluster_builder_texture() {
  6647. return cluster.builder.get_cluster_texture();
  6648. }
  6649. RID RendererSceneRenderRD::get_cluster_builder_indices_buffer() {
  6650. return cluster.builder.get_cluster_indices_buffer();
  6651. }
  6652. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  6653. return cluster.reflection_buffer;
  6654. }
  6655. RID RendererSceneRenderRD::get_positional_light_buffer() {
  6656. return cluster.light_buffer;
  6657. }
  6658. RID RendererSceneRenderRD::get_directional_light_buffer() {
  6659. return cluster.directional_light_buffer;
  6660. }
  6661. RID RendererSceneRenderRD::get_decal_buffer() {
  6662. return cluster.decal_buffer;
  6663. }
  6664. int RendererSceneRenderRD::get_max_directional_lights() const {
  6665. return cluster.max_directional_lights;
  6666. }
  6667. bool RendererSceneRenderRD::is_low_end() const {
  6668. return low_end;
  6669. }
  6670. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  6671. storage = p_storage;
  6672. singleton = this;
  6673. roughness_layers = GLOBAL_GET("rendering/quality/reflections/roughness_layers");
  6674. sky_ggx_samples_quality = GLOBAL_GET("rendering/quality/reflections/ggx_samples");
  6675. sky_use_cubemap_array = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
  6676. // sky_use_cubemap_array = false;
  6677. uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  6678. low_end = GLOBAL_GET("rendering/quality/rd_renderer/use_low_end_renderer");
  6679. if (textures_per_stage < 48) {
  6680. low_end = true;
  6681. }
  6682. if (!low_end) {
  6683. //kinda complicated to compute the amount of slots, we try to use as many as we can
  6684. gi_probe_max_lights = 32;
  6685. gi_probe_lights = memnew_arr(GIProbeLight, gi_probe_max_lights);
  6686. gi_probe_lights_uniform = RD::get_singleton()->uniform_buffer_create(gi_probe_max_lights * sizeof(GIProbeLight));
  6687. gi_probe_quality = RS::GIProbeQuality(CLAMP(int(GLOBAL_GET("rendering/quality/gi_probes/quality")), 0, 1));
  6688. String defines = "\n#define MAX_LIGHTS " + itos(gi_probe_max_lights) + "\n";
  6689. Vector<String> versions;
  6690. versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
  6691. versions.push_back("\n#define MODE_SECOND_BOUNCE\n");
  6692. versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n");
  6693. versions.push_back("\n#define MODE_WRITE_TEXTURE\n");
  6694. versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n");
  6695. versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
  6696. versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n");
  6697. versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
  6698. giprobe_shader.initialize(versions, defines);
  6699. giprobe_lighting_shader_version = giprobe_shader.version_create();
  6700. for (int i = 0; i < GI_PROBE_SHADER_VERSION_MAX; i++) {
  6701. giprobe_lighting_shader_version_shaders[i] = giprobe_shader.version_get_shader(giprobe_lighting_shader_version, i);
  6702. giprobe_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(giprobe_lighting_shader_version_shaders[i]);
  6703. }
  6704. }
  6705. if (!low_end) {
  6706. String defines;
  6707. Vector<String> versions;
  6708. versions.push_back("\n#define MODE_DEBUG_COLOR\n");
  6709. versions.push_back("\n#define MODE_DEBUG_LIGHT\n");
  6710. versions.push_back("\n#define MODE_DEBUG_EMISSION\n");
  6711. versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n");
  6712. giprobe_debug_shader.initialize(versions, defines);
  6713. giprobe_debug_shader_version = giprobe_debug_shader.version_create();
  6714. for (int i = 0; i < GI_PROBE_DEBUG_MAX; i++) {
  6715. giprobe_debug_shader_version_shaders[i] = giprobe_debug_shader.version_get_shader(giprobe_debug_shader_version, i);
  6716. RD::PipelineRasterizationState rs;
  6717. rs.cull_mode = RD::POLYGON_CULL_FRONT;
  6718. RD::PipelineDepthStencilState ds;
  6719. ds.enable_depth_test = true;
  6720. ds.enable_depth_write = true;
  6721. ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  6722. giprobe_debug_shader_version_pipelines[i].setup(giprobe_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
  6723. }
  6724. }
  6725. /* SKY SHADER */
  6726. {
  6727. // Start with the directional lights for the sky
  6728. sky_scene_state.max_directional_lights = 4;
  6729. uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
  6730. sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  6731. sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
  6732. sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
  6733. sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  6734. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
  6735. // Initialize sky
  6736. Vector<String> sky_modes;
  6737. sky_modes.push_back(""); // Full size
  6738. sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
  6739. sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
  6740. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
  6741. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
  6742. sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
  6743. sky_shader.shader.initialize(sky_modes, defines);
  6744. }
  6745. // register our shader funds
  6746. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
  6747. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
  6748. {
  6749. ShaderCompilerRD::DefaultIdentifierActions actions;
  6750. actions.renames["COLOR"] = "color";
  6751. actions.renames["ALPHA"] = "alpha";
  6752. actions.renames["EYEDIR"] = "cube_normal";
  6753. actions.renames["POSITION"] = "params.position_multiplier.xyz";
  6754. actions.renames["SKY_COORDS"] = "panorama_coords";
  6755. actions.renames["SCREEN_UV"] = "uv";
  6756. actions.renames["TIME"] = "params.time";
  6757. actions.renames["HALF_RES_COLOR"] = "half_res_color";
  6758. actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
  6759. actions.renames["RADIANCE"] = "radiance";
  6760. actions.renames["FOG"] = "custom_fog";
  6761. actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
  6762. actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
  6763. actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
  6764. actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
  6765. actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
  6766. actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
  6767. actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
  6768. actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
  6769. actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
  6770. actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
  6771. actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
  6772. actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
  6773. actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
  6774. actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
  6775. actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
  6776. actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
  6777. actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
  6778. actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
  6779. actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
  6780. actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
  6781. actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
  6782. actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
  6783. actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
  6784. actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
  6785. actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
  6786. actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
  6787. actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
  6788. actions.sampler_array_name = "material_samplers";
  6789. actions.base_texture_binding_index = 1;
  6790. actions.texture_layout_set = 1;
  6791. actions.base_uniform_string = "material.";
  6792. actions.base_varying_index = 10;
  6793. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  6794. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  6795. actions.global_buffer_array_variable = "global_variables.data";
  6796. sky_shader.compiler.initialize(actions);
  6797. }
  6798. {
  6799. // default material and shader for sky shader
  6800. sky_shader.default_shader = storage->shader_create();
  6801. storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
  6802. sky_shader.default_material = storage->material_create();
  6803. storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
  6804. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  6805. sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
  6806. sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
  6807. Vector<RD::Uniform> uniforms;
  6808. {
  6809. RD::Uniform u;
  6810. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  6811. u.binding = 0;
  6812. u.ids.resize(12);
  6813. RID *ids_ptr = u.ids.ptrw();
  6814. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  6815. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  6816. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  6817. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  6818. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  6819. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  6820. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  6821. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  6822. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  6823. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  6824. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  6825. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  6826. uniforms.push_back(u);
  6827. }
  6828. {
  6829. RD::Uniform u;
  6830. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  6831. u.binding = 1;
  6832. u.ids.push_back(storage->global_variables_get_storage_buffer());
  6833. uniforms.push_back(u);
  6834. }
  6835. {
  6836. RD::Uniform u;
  6837. u.binding = 2;
  6838. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  6839. u.ids.push_back(sky_scene_state.uniform_buffer);
  6840. uniforms.push_back(u);
  6841. }
  6842. {
  6843. RD::Uniform u;
  6844. u.binding = 3;
  6845. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  6846. u.ids.push_back(sky_scene_state.directional_light_buffer);
  6847. uniforms.push_back(u);
  6848. }
  6849. sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
  6850. }
  6851. {
  6852. Vector<RD::Uniform> uniforms;
  6853. {
  6854. RD::Uniform u;
  6855. u.binding = 0;
  6856. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  6857. RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  6858. u.ids.push_back(vfog);
  6859. uniforms.push_back(u);
  6860. }
  6861. sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
  6862. }
  6863. {
  6864. // Need defaults for using fog with clear color
  6865. sky_scene_state.fog_shader = storage->shader_create();
  6866. storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
  6867. sky_scene_state.fog_material = storage->material_create();
  6868. storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
  6869. Vector<RD::Uniform> uniforms;
  6870. {
  6871. RD::Uniform u;
  6872. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  6873. u.binding = 0;
  6874. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
  6875. uniforms.push_back(u);
  6876. }
  6877. {
  6878. RD::Uniform u;
  6879. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  6880. u.binding = 1;
  6881. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  6882. uniforms.push_back(u);
  6883. }
  6884. {
  6885. RD::Uniform u;
  6886. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  6887. u.binding = 2;
  6888. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  6889. uniforms.push_back(u);
  6890. }
  6891. sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
  6892. }
  6893. if (!low_end) {
  6894. //SDFGI
  6895. {
  6896. Vector<String> preprocess_modes;
  6897. preprocess_modes.push_back("\n#define MODE_SCROLL\n");
  6898. preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n");
  6899. preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n");
  6900. preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n");
  6901. preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n");
  6902. preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n");
  6903. preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n");
  6904. preprocess_modes.push_back("\n#define MODE_OCCLUSION\n");
  6905. preprocess_modes.push_back("\n#define MODE_STORE\n");
  6906. String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n";
  6907. sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
  6908. sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
  6909. for (int i = 0; i < SDGIShader::PRE_PROCESS_MAX; i++) {
  6910. sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
  6911. }
  6912. }
  6913. {
  6914. //calculate tables
  6915. String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  6916. Vector<String> direct_light_modes;
  6917. direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n");
  6918. direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n");
  6919. sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
  6920. sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
  6921. for (int i = 0; i < SDGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
  6922. sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
  6923. }
  6924. }
  6925. {
  6926. //calculate tables
  6927. String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  6928. defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
  6929. Vector<String> integrate_modes;
  6930. integrate_modes.push_back("\n#define MODE_PROCESS\n");
  6931. integrate_modes.push_back("\n#define MODE_STORE\n");
  6932. integrate_modes.push_back("\n#define MODE_SCROLL\n");
  6933. integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n");
  6934. sdfgi_shader.integrate.initialize(integrate_modes, defines);
  6935. sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
  6936. for (int i = 0; i < SDGIShader::INTEGRATE_MODE_MAX; i++) {
  6937. sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
  6938. }
  6939. {
  6940. Vector<RD::Uniform> uniforms;
  6941. {
  6942. RD::Uniform u;
  6943. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  6944. u.binding = 0;
  6945. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
  6946. uniforms.push_back(u);
  6947. }
  6948. {
  6949. RD::Uniform u;
  6950. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  6951. u.binding = 1;
  6952. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  6953. uniforms.push_back(u);
  6954. }
  6955. sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
  6956. }
  6957. }
  6958. {
  6959. //calculate tables
  6960. String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  6961. Vector<String> gi_modes;
  6962. gi_modes.push_back("");
  6963. gi.shader.initialize(gi_modes, defines);
  6964. gi.shader_version = gi.shader.version_create();
  6965. for (int i = 0; i < GI::MODE_MAX; i++) {
  6966. gi.pipelines[i] = RD::get_singleton()->compute_pipeline_create(gi.shader.version_get_shader(gi.shader_version, i));
  6967. }
  6968. gi.sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(GI::SDFGIData));
  6969. }
  6970. {
  6971. String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  6972. Vector<String> debug_modes;
  6973. debug_modes.push_back("");
  6974. sdfgi_shader.debug.initialize(debug_modes, defines);
  6975. sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
  6976. sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
  6977. sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
  6978. }
  6979. {
  6980. String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  6981. Vector<String> versions;
  6982. versions.push_back("\n#define MODE_PROBES\n");
  6983. versions.push_back("\n#define MODE_VISIBILITY\n");
  6984. sdfgi_shader.debug_probes.initialize(versions, defines);
  6985. sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
  6986. {
  6987. RD::PipelineRasterizationState rs;
  6988. rs.cull_mode = RD::POLYGON_CULL_DISABLED;
  6989. RD::PipelineDepthStencilState ds;
  6990. ds.enable_depth_test = true;
  6991. ds.enable_depth_write = true;
  6992. ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  6993. for (int i = 0; i < SDGIShader::PROBE_DEBUG_MAX; i++) {
  6994. RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
  6995. sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
  6996. }
  6997. }
  6998. }
  6999. default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
  7000. }
  7001. //cluster setup
  7002. uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  7003. { //reflections
  7004. uint32_t reflection_buffer_size;
  7005. if (uniform_max_size < 65536) {
  7006. //Yes, you guessed right, ARM again
  7007. reflection_buffer_size = uniform_max_size;
  7008. } else {
  7009. reflection_buffer_size = 65536;
  7010. }
  7011. cluster.max_reflections = reflection_buffer_size / sizeof(Cluster::ReflectionData);
  7012. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  7013. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(reflection_buffer_size);
  7014. }
  7015. { //lights
  7016. cluster.max_lights = MIN(1024 * 1024, uniform_max_size) / sizeof(Cluster::LightData); //1mb of lights
  7017. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  7018. cluster.lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  7019. cluster.light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  7020. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  7021. cluster.lights_instances = memnew_arr(RID, cluster.max_lights);
  7022. cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights);
  7023. cluster.max_directional_lights = 8;
  7024. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  7025. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  7026. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  7027. }
  7028. { //decals
  7029. cluster.max_decals = MIN(1024 * 1024, uniform_max_size) / sizeof(Cluster::DecalData); //1mb of decals
  7030. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  7031. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  7032. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  7033. }
  7034. cluster.builder.setup(16, 8, 24);
  7035. if (!low_end) {
  7036. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  7037. Vector<String> volumetric_fog_modes;
  7038. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  7039. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  7040. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  7041. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  7042. volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
  7043. volumetric_fog.shader_version = volumetric_fog.shader.version_create();
  7044. for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
  7045. volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
  7046. }
  7047. }
  7048. {
  7049. RD::SamplerState sampler;
  7050. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  7051. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  7052. sampler.enable_compare = true;
  7053. sampler.compare_op = RD::COMPARE_OP_LESS;
  7054. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  7055. }
  7056. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
  7057. camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
  7058. environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"), GLOBAL_GET("rendering/quality/ssao/adaptive_target"), GLOBAL_GET("rendering/quality/ssao/blur_passes"), GLOBAL_GET("rendering/quality/ssao/fadeout_from"), GLOBAL_GET("rendering/quality/ssao/fadeout_to"));
  7059. screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled");
  7060. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
  7061. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");
  7062. glow_bicubic_upscale = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
  7063. glow_high_quality = GLOBAL_GET("rendering/quality/glow/use_high_quality");
  7064. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/quality/screen_space_reflection/roughness_quality")));
  7065. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
  7066. sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
  7067. sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
  7068. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  7069. directional_soft_shadow_kernel = memnew_arr(float, 128);
  7070. penumbra_shadow_kernel = memnew_arr(float, 128);
  7071. soft_shadow_kernel = memnew_arr(float, 128);
  7072. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality"))));
  7073. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality"))));
  7074. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
  7075. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/volumetric_fog/use_filter"));
  7076. environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
  7077. environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
  7078. cull_argument.set_page_pool(&cull_argument_pool);
  7079. }
  7080. RendererSceneRenderRD::~RendererSceneRenderRD() {
  7081. for (Map<Vector2i, ShadowMap>::Element *E = shadow_maps.front(); E; E = E->next()) {
  7082. RD::get_singleton()->free(E->get().depth);
  7083. }
  7084. for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
  7085. RD::get_singleton()->free(E->get().cubemap);
  7086. }
  7087. if (sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
  7088. RD::get_singleton()->free(sky_scene_state.uniform_set);
  7089. }
  7090. if (!low_end) {
  7091. RD::get_singleton()->free(default_giprobe_buffer);
  7092. RD::get_singleton()->free(gi_probe_lights_uniform);
  7093. RD::get_singleton()->free(gi.sdfgi_ubo);
  7094. giprobe_debug_shader.version_free(giprobe_debug_shader_version);
  7095. giprobe_shader.version_free(giprobe_lighting_shader_version);
  7096. gi.shader.version_free(gi.shader_version);
  7097. sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
  7098. sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
  7099. sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
  7100. sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
  7101. sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
  7102. volumetric_fog.shader.version_free(volumetric_fog.shader_version);
  7103. memdelete_arr(gi_probe_lights);
  7104. }
  7105. SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  7106. sky_shader.shader.version_free(md->shader_data->version);
  7107. RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
  7108. RD::get_singleton()->free(sky_scene_state.uniform_buffer);
  7109. memdelete_arr(sky_scene_state.directional_lights);
  7110. memdelete_arr(sky_scene_state.last_frame_directional_lights);
  7111. storage->free(sky_shader.default_shader);
  7112. storage->free(sky_shader.default_material);
  7113. storage->free(sky_scene_state.fog_shader);
  7114. storage->free(sky_scene_state.fog_material);
  7115. memdelete_arr(directional_penumbra_shadow_kernel);
  7116. memdelete_arr(directional_soft_shadow_kernel);
  7117. memdelete_arr(penumbra_shadow_kernel);
  7118. memdelete_arr(soft_shadow_kernel);
  7119. {
  7120. RD::get_singleton()->free(cluster.directional_light_buffer);
  7121. RD::get_singleton()->free(cluster.light_buffer);
  7122. RD::get_singleton()->free(cluster.reflection_buffer);
  7123. RD::get_singleton()->free(cluster.decal_buffer);
  7124. memdelete_arr(cluster.directional_lights);
  7125. memdelete_arr(cluster.lights);
  7126. memdelete_arr(cluster.lights_shadow_rect_cache);
  7127. memdelete_arr(cluster.lights_instances);
  7128. memdelete_arr(cluster.reflections);
  7129. memdelete_arr(cluster.decals);
  7130. }
  7131. RD::get_singleton()->free(shadow_sampler);
  7132. directional_shadow_atlas_set_size(0);
  7133. cull_argument.reset(); //avoid exit error
  7134. }