gi.cpp 158 KB

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  1. /**************************************************************************/
  2. /* gi.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "gi.h"
  31. #include "core/config/project_settings.h"
  32. #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
  33. #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
  34. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  35. #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  37. #include "servers/rendering/rendering_server_default.h"
  38. using namespace RendererRD;
  39. const Vector3i GI::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
  40. GI *GI::singleton = nullptr;
  41. ////////////////////////////////////////////////////////////////////////////////
  42. // VOXEL GI STORAGE
  43. RID GI::voxel_gi_allocate() {
  44. return voxel_gi_owner.allocate_rid();
  45. }
  46. void GI::voxel_gi_free(RID p_voxel_gi) {
  47. voxel_gi_allocate_data(p_voxel_gi, Transform3D(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
  48. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  49. voxel_gi->dependency.deleted_notify(p_voxel_gi);
  50. voxel_gi_owner.free(p_voxel_gi);
  51. }
  52. void GI::voxel_gi_initialize(RID p_voxel_gi) {
  53. voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI());
  54. }
  55. void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
  56. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  57. ERR_FAIL_COND(!voxel_gi);
  58. if (voxel_gi->octree_buffer.is_valid()) {
  59. RD::get_singleton()->free(voxel_gi->octree_buffer);
  60. RD::get_singleton()->free(voxel_gi->data_buffer);
  61. if (voxel_gi->sdf_texture.is_valid()) {
  62. RD::get_singleton()->free(voxel_gi->sdf_texture);
  63. }
  64. voxel_gi->sdf_texture = RID();
  65. voxel_gi->octree_buffer = RID();
  66. voxel_gi->data_buffer = RID();
  67. voxel_gi->octree_buffer_size = 0;
  68. voxel_gi->data_buffer_size = 0;
  69. voxel_gi->cell_count = 0;
  70. }
  71. voxel_gi->to_cell_xform = p_to_cell_xform;
  72. voxel_gi->bounds = p_aabb;
  73. voxel_gi->octree_size = p_octree_size;
  74. voxel_gi->level_counts = p_level_counts;
  75. if (p_octree_cells.size()) {
  76. ERR_FAIL_COND(p_octree_cells.size() % 32 != 0); //cells size must be a multiple of 32
  77. uint32_t cell_count = p_octree_cells.size() / 32;
  78. ERR_FAIL_COND(p_data_cells.size() != (int)cell_count * 16); //see that data size matches
  79. voxel_gi->cell_count = cell_count;
  80. voxel_gi->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells);
  81. voxel_gi->octree_buffer_size = p_octree_cells.size();
  82. voxel_gi->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells);
  83. voxel_gi->data_buffer_size = p_data_cells.size();
  84. if (p_distance_field.size()) {
  85. RD::TextureFormat tf;
  86. tf.format = RD::DATA_FORMAT_R8_UNORM;
  87. tf.width = voxel_gi->octree_size.x;
  88. tf.height = voxel_gi->octree_size.y;
  89. tf.depth = voxel_gi->octree_size.z;
  90. tf.texture_type = RD::TEXTURE_TYPE_3D;
  91. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  92. Vector<Vector<uint8_t>> s;
  93. s.push_back(p_distance_field);
  94. voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s);
  95. RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture");
  96. }
  97. #if 0
  98. {
  99. RD::TextureFormat tf;
  100. tf.format = RD::DATA_FORMAT_R8_UNORM;
  101. tf.width = voxel_gi->octree_size.x;
  102. tf.height = voxel_gi->octree_size.y;
  103. tf.depth = voxel_gi->octree_size.z;
  104. tf.type = RD::TEXTURE_TYPE_3D;
  105. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  106. tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UNORM);
  107. tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UINT);
  108. voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  109. RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture");
  110. }
  111. RID shared_tex;
  112. {
  113. RD::TextureView tv;
  114. tv.format_override = RD::DATA_FORMAT_R8_UINT;
  115. shared_tex = RD::get_singleton()->texture_create_shared(tv, voxel_gi->sdf_texture);
  116. }
  117. //update SDF texture
  118. Vector<RD::Uniform> uniforms;
  119. {
  120. RD::Uniform u;
  121. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  122. u.binding = 1;
  123. u.append_id(voxel_gi->octree_buffer);
  124. uniforms.push_back(u);
  125. }
  126. {
  127. RD::Uniform u;
  128. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  129. u.binding = 2;
  130. u.append_id(voxel_gi->data_buffer);
  131. uniforms.push_back(u);
  132. }
  133. {
  134. RD::Uniform u;
  135. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  136. u.binding = 3;
  137. u.append_id(shared_tex);
  138. uniforms.push_back(u);
  139. }
  140. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, voxel_gi_sdf_shader_version_shader, 0);
  141. {
  142. uint32_t push_constant[4] = { 0, 0, 0, 0 };
  143. for (int i = 0; i < voxel_gi->level_counts.size() - 1; i++) {
  144. push_constant[0] += voxel_gi->level_counts[i];
  145. }
  146. push_constant[1] = push_constant[0] + voxel_gi->level_counts[voxel_gi->level_counts.size() - 1];
  147. print_line("offset: " + itos(push_constant[0]));
  148. print_line("size: " + itos(push_constant[1]));
  149. //create SDF
  150. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  151. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, voxel_gi_sdf_shader_pipeline);
  152. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0);
  153. RD::get_singleton()->compute_list_set_push_constant(compute_list, push_constant, sizeof(uint32_t) * 4);
  154. RD::get_singleton()->compute_list_dispatch(compute_list, voxel_gi->octree_size.x / 4, voxel_gi->octree_size.y / 4, voxel_gi->octree_size.z / 4);
  155. RD::get_singleton()->compute_list_end();
  156. }
  157. RD::get_singleton()->free(uniform_set);
  158. RD::get_singleton()->free(shared_tex);
  159. }
  160. #endif
  161. }
  162. voxel_gi->version++;
  163. voxel_gi->data_version++;
  164. voxel_gi->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  165. }
  166. AABB GI::voxel_gi_get_bounds(RID p_voxel_gi) const {
  167. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  168. ERR_FAIL_COND_V(!voxel_gi, AABB());
  169. return voxel_gi->bounds;
  170. }
  171. Vector3i GI::voxel_gi_get_octree_size(RID p_voxel_gi) const {
  172. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  173. ERR_FAIL_COND_V(!voxel_gi, Vector3i());
  174. return voxel_gi->octree_size;
  175. }
  176. Vector<uint8_t> GI::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
  177. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  178. ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
  179. if (voxel_gi->octree_buffer.is_valid()) {
  180. return RD::get_singleton()->buffer_get_data(voxel_gi->octree_buffer);
  181. }
  182. return Vector<uint8_t>();
  183. }
  184. Vector<uint8_t> GI::voxel_gi_get_data_cells(RID p_voxel_gi) const {
  185. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  186. ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
  187. if (voxel_gi->data_buffer.is_valid()) {
  188. return RD::get_singleton()->buffer_get_data(voxel_gi->data_buffer);
  189. }
  190. return Vector<uint8_t>();
  191. }
  192. Vector<uint8_t> GI::voxel_gi_get_distance_field(RID p_voxel_gi) const {
  193. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  194. ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
  195. if (voxel_gi->data_buffer.is_valid()) {
  196. return RD::get_singleton()->texture_get_data(voxel_gi->sdf_texture, 0);
  197. }
  198. return Vector<uint8_t>();
  199. }
  200. Vector<int> GI::voxel_gi_get_level_counts(RID p_voxel_gi) const {
  201. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  202. ERR_FAIL_COND_V(!voxel_gi, Vector<int>());
  203. return voxel_gi->level_counts;
  204. }
  205. Transform3D GI::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
  206. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  207. ERR_FAIL_COND_V(!voxel_gi, Transform3D());
  208. return voxel_gi->to_cell_xform;
  209. }
  210. void GI::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
  211. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  212. ERR_FAIL_COND(!voxel_gi);
  213. voxel_gi->dynamic_range = p_range;
  214. voxel_gi->version++;
  215. }
  216. float GI::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
  217. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  218. ERR_FAIL_COND_V(!voxel_gi, 0);
  219. return voxel_gi->dynamic_range;
  220. }
  221. void GI::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
  222. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  223. ERR_FAIL_COND(!voxel_gi);
  224. voxel_gi->propagation = p_range;
  225. voxel_gi->version++;
  226. }
  227. float GI::voxel_gi_get_propagation(RID p_voxel_gi) const {
  228. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  229. ERR_FAIL_COND_V(!voxel_gi, 0);
  230. return voxel_gi->propagation;
  231. }
  232. void GI::voxel_gi_set_energy(RID p_voxel_gi, float p_energy) {
  233. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  234. ERR_FAIL_COND(!voxel_gi);
  235. voxel_gi->energy = p_energy;
  236. }
  237. float GI::voxel_gi_get_energy(RID p_voxel_gi) const {
  238. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  239. ERR_FAIL_COND_V(!voxel_gi, 0);
  240. return voxel_gi->energy;
  241. }
  242. void GI::voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) {
  243. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  244. ERR_FAIL_COND(!voxel_gi);
  245. voxel_gi->baked_exposure = p_baked_exposure;
  246. }
  247. float GI::voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const {
  248. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  249. ERR_FAIL_COND_V(!voxel_gi, 0);
  250. return voxel_gi->baked_exposure;
  251. }
  252. void GI::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) {
  253. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  254. ERR_FAIL_COND(!voxel_gi);
  255. voxel_gi->bias = p_bias;
  256. }
  257. float GI::voxel_gi_get_bias(RID p_voxel_gi) const {
  258. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  259. ERR_FAIL_COND_V(!voxel_gi, 0);
  260. return voxel_gi->bias;
  261. }
  262. void GI::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_normal_bias) {
  263. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  264. ERR_FAIL_COND(!voxel_gi);
  265. voxel_gi->normal_bias = p_normal_bias;
  266. }
  267. float GI::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
  268. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  269. ERR_FAIL_COND_V(!voxel_gi, 0);
  270. return voxel_gi->normal_bias;
  271. }
  272. void GI::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
  273. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  274. ERR_FAIL_COND(!voxel_gi);
  275. voxel_gi->interior = p_enable;
  276. }
  277. void GI::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
  278. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  279. ERR_FAIL_COND(!voxel_gi);
  280. voxel_gi->use_two_bounces = p_enable;
  281. voxel_gi->version++;
  282. }
  283. bool GI::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
  284. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  285. ERR_FAIL_COND_V(!voxel_gi, false);
  286. return voxel_gi->use_two_bounces;
  287. }
  288. bool GI::voxel_gi_is_interior(RID p_voxel_gi) const {
  289. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  290. ERR_FAIL_COND_V(!voxel_gi, 0);
  291. return voxel_gi->interior;
  292. }
  293. uint32_t GI::voxel_gi_get_version(RID p_voxel_gi) const {
  294. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  295. ERR_FAIL_COND_V(!voxel_gi, 0);
  296. return voxel_gi->version;
  297. }
  298. uint32_t GI::voxel_gi_get_data_version(RID p_voxel_gi) {
  299. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  300. ERR_FAIL_COND_V(!voxel_gi, 0);
  301. return voxel_gi->data_version;
  302. }
  303. RID GI::voxel_gi_get_octree_buffer(RID p_voxel_gi) const {
  304. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  305. ERR_FAIL_COND_V(!voxel_gi, RID());
  306. return voxel_gi->octree_buffer;
  307. }
  308. RID GI::voxel_gi_get_data_buffer(RID p_voxel_gi) const {
  309. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  310. ERR_FAIL_COND_V(!voxel_gi, RID());
  311. return voxel_gi->data_buffer;
  312. }
  313. RID GI::voxel_gi_get_sdf_texture(RID p_voxel_gi) {
  314. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  315. ERR_FAIL_COND_V(!voxel_gi, RID());
  316. return voxel_gi->sdf_texture;
  317. }
  318. Dependency *GI::voxel_gi_get_dependency(RID p_voxel_gi) const {
  319. VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
  320. ERR_FAIL_COND_V(!voxel_gi, nullptr);
  321. return &voxel_gi->dependency;
  322. }
  323. ////////////////////////////////////////////////////////////////////////////////
  324. // SDFGI
  325. void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) {
  326. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  327. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  328. gi = p_gi;
  329. num_cascades = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_cascades(p_env);
  330. min_cell_size = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_min_cell_size(p_env);
  331. uses_occlusion = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_use_occlusion(p_env);
  332. y_scale_mode = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_y_scale(p_env);
  333. static const float y_scale[3] = { 2.0, 1.5, 1.0 };
  334. y_mult = y_scale[y_scale_mode];
  335. cascades.resize(num_cascades);
  336. probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
  337. solid_cell_ratio = gi->sdfgi_solid_cell_ratio;
  338. solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio);
  339. float base_cell_size = min_cell_size;
  340. RD::TextureFormat tf_sdf;
  341. tf_sdf.format = RD::DATA_FORMAT_R8_UNORM;
  342. tf_sdf.width = cascade_size; // Always 64x64
  343. tf_sdf.height = cascade_size;
  344. tf_sdf.depth = cascade_size;
  345. tf_sdf.texture_type = RD::TEXTURE_TYPE_3D;
  346. 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;
  347. {
  348. RD::TextureFormat tf_render = tf_sdf;
  349. tf_render.format = RD::DATA_FORMAT_R16_UINT;
  350. render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  351. RD::get_singleton()->set_resource_name(render_albedo, "VoxelGI Render Albedo");
  352. tf_render.format = RD::DATA_FORMAT_R32_UINT;
  353. render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  354. RD::get_singleton()->set_resource_name(render_emission, "VoxelGI Render Emission");
  355. render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  356. RD::get_singleton()->set_resource_name(render_emission_aniso, "VoxelGI Render Emission Aniso");
  357. tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
  358. for (int i = 0; i < 8; i++) {
  359. render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  360. RD::get_singleton()->set_resource_name(render_occlusion[i], String("VoxelGI Render Occlusion ") + itos(i));
  361. }
  362. tf_render.format = RD::DATA_FORMAT_R32_UINT;
  363. render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  364. RD::get_singleton()->set_resource_name(render_geom_facing, "VoxelGI Render Geometry Facing");
  365. tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
  366. render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  367. RD::get_singleton()->set_resource_name(render_sdf[0], "VoxelGI Render SDF 0");
  368. render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  369. RD::get_singleton()->set_resource_name(render_sdf[1], "VoxelGI Render SDF 1");
  370. tf_render.width /= 2;
  371. tf_render.height /= 2;
  372. tf_render.depth /= 2;
  373. render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  374. RD::get_singleton()->set_resource_name(render_sdf_half[0], "VoxelGI Render SDF Half 0");
  375. render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
  376. RD::get_singleton()->set_resource_name(render_sdf_half[1], "VoxelGI Render SDF Half 1");
  377. }
  378. RD::TextureFormat tf_occlusion = tf_sdf;
  379. tf_occlusion.format = RD::DATA_FORMAT_R16_UINT;
  380. tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
  381. tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
  382. tf_occlusion.depth *= cascades.size(); //use depth for occlusion slices
  383. tf_occlusion.width *= 2; //use width for the other half
  384. RD::TextureFormat tf_light = tf_sdf;
  385. tf_light.format = RD::DATA_FORMAT_R32_UINT;
  386. tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
  387. tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
  388. RD::TextureFormat tf_aniso0 = tf_sdf;
  389. tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  390. RD::TextureFormat tf_aniso1 = tf_sdf;
  391. tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM;
  392. int passes = nearest_shift(cascade_size) - 1;
  393. //store lightprobe SH
  394. RD::TextureFormat tf_probes;
  395. tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  396. tf_probes.width = probe_axis_count * probe_axis_count;
  397. tf_probes.height = probe_axis_count * SDFGI::SH_SIZE;
  398. 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;
  399. tf_probes.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  400. history_size = p_requested_history_size;
  401. RD::TextureFormat tf_probe_history = tf_probes;
  402. tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed
  403. tf_probe_history.array_layers = history_size;
  404. RD::TextureFormat tf_probe_average = tf_probes;
  405. tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
  406. tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
  407. lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
  408. RD::get_singleton()->set_resource_name(lightprobe_history_scroll, "VoxelGI LightProbe History Scroll");
  409. lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
  410. RD::get_singleton()->set_resource_name(lightprobe_average_scroll, "VoxelGI LightProbe Average Scroll");
  411. {
  412. //octahedral lightprobes
  413. RD::TextureFormat tf_octprobes = tf_probes;
  414. tf_octprobes.array_layers = cascades.size() * 2;
  415. tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE
  416. tf_octprobes.width = probe_axis_count * probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
  417. tf_octprobes.height = probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
  418. tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
  419. tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
  420. //lightprobe texture is an octahedral texture
  421. lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
  422. RD::get_singleton()->set_resource_name(lightprobe_data, "VoxelGI LightProbe Data");
  423. RD::TextureView tv;
  424. tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
  425. lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data);
  426. //texture handling ambient data, to integrate with volumetric foc
  427. RD::TextureFormat tf_ambient = tf_probes;
  428. tf_ambient.array_layers = cascades.size();
  429. tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
  430. tf_ambient.width = probe_axis_count * probe_axis_count;
  431. tf_ambient.height = probe_axis_count;
  432. tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  433. //lightprobe texture is an octahedral texture
  434. ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
  435. RD::get_singleton()->set_resource_name(ambient_texture, "VoxelGI Ambient Texture");
  436. }
  437. cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
  438. occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
  439. RD::get_singleton()->set_resource_name(occlusion_data, "VoxelGI Occlusion Data");
  440. {
  441. RD::TextureView tv;
  442. tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
  443. occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data);
  444. }
  445. for (SDFGI::Cascade &cascade : cascades) {
  446. /* 3D Textures */
  447. cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
  448. RD::get_singleton()->set_resource_name(cascade.sdf_tex, "VoxelGI Cascade SDF Texture");
  449. cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
  450. RD::get_singleton()->set_resource_name(cascade.light_data, "VoxelGI Cascade Light Data");
  451. cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
  452. RD::get_singleton()->set_resource_name(cascade.light_aniso_0_tex, "VoxelGI Cascade Light Aniso 0 Texture");
  453. cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
  454. RD::get_singleton()->set_resource_name(cascade.light_aniso_1_tex, "VoxelGI Cascade Light Aniso 1 Texture");
  455. {
  456. RD::TextureView tv;
  457. tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
  458. cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
  459. RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  460. RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  461. RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  462. }
  463. cascade.cell_size = base_cell_size;
  464. Vector3 world_position = p_world_position;
  465. world_position.y *= y_mult;
  466. int32_t probe_cells = cascade_size / SDFGI::PROBE_DIVISOR;
  467. Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells;
  468. Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor());
  469. cascade.position = probe_pos * probe_cells;
  470. cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
  471. base_cell_size *= 2.0;
  472. /* Probe History */
  473. cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
  474. RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "VoxelGI Cascade LightProbe History Texture");
  475. 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
  476. cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
  477. RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "VoxelGI Cascade LightProbe Average Texture");
  478. 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
  479. /* Buffers */
  480. cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * solid_cell_count);
  481. cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT);
  482. cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS));
  483. {
  484. Vector<RD::Uniform> uniforms;
  485. {
  486. RD::Uniform u;
  487. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  488. u.binding = 1;
  489. u.append_id(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
  490. uniforms.push_back(u);
  491. }
  492. {
  493. RD::Uniform u;
  494. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  495. u.binding = 2;
  496. u.append_id(render_albedo);
  497. uniforms.push_back(u);
  498. }
  499. {
  500. RD::Uniform u;
  501. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  502. u.binding = 3;
  503. for (int j = 0; j < 8; j++) {
  504. u.append_id(render_occlusion[j]);
  505. }
  506. uniforms.push_back(u);
  507. }
  508. {
  509. RD::Uniform u;
  510. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  511. u.binding = 4;
  512. u.append_id(render_emission);
  513. uniforms.push_back(u);
  514. }
  515. {
  516. RD::Uniform u;
  517. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  518. u.binding = 5;
  519. u.append_id(render_emission_aniso);
  520. uniforms.push_back(u);
  521. }
  522. {
  523. RD::Uniform u;
  524. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  525. u.binding = 6;
  526. u.append_id(render_geom_facing);
  527. uniforms.push_back(u);
  528. }
  529. {
  530. RD::Uniform u;
  531. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  532. u.binding = 7;
  533. u.append_id(cascade.sdf_tex);
  534. uniforms.push_back(u);
  535. }
  536. {
  537. RD::Uniform u;
  538. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  539. u.binding = 8;
  540. u.append_id(occlusion_data);
  541. uniforms.push_back(u);
  542. }
  543. {
  544. RD::Uniform u;
  545. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  546. u.binding = 10;
  547. u.append_id(cascade.solid_cell_dispatch_buffer);
  548. uniforms.push_back(u);
  549. }
  550. {
  551. RD::Uniform u;
  552. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  553. u.binding = 11;
  554. u.append_id(cascade.solid_cell_buffer);
  555. uniforms.push_back(u);
  556. }
  557. cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_STORE), 0);
  558. }
  559. {
  560. Vector<RD::Uniform> uniforms;
  561. {
  562. RD::Uniform u;
  563. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  564. u.binding = 1;
  565. u.append_id(render_albedo);
  566. uniforms.push_back(u);
  567. }
  568. {
  569. RD::Uniform u;
  570. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  571. u.binding = 2;
  572. u.append_id(render_geom_facing);
  573. uniforms.push_back(u);
  574. }
  575. {
  576. RD::Uniform u;
  577. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  578. u.binding = 3;
  579. u.append_id(render_emission);
  580. uniforms.push_back(u);
  581. }
  582. {
  583. RD::Uniform u;
  584. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  585. u.binding = 4;
  586. u.append_id(render_emission_aniso);
  587. uniforms.push_back(u);
  588. }
  589. {
  590. RD::Uniform u;
  591. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  592. u.binding = 5;
  593. u.append_id(cascade.solid_cell_dispatch_buffer);
  594. uniforms.push_back(u);
  595. }
  596. {
  597. RD::Uniform u;
  598. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  599. u.binding = 6;
  600. u.append_id(cascade.solid_cell_buffer);
  601. uniforms.push_back(u);
  602. }
  603. cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL), 0);
  604. }
  605. {
  606. Vector<RD::Uniform> uniforms;
  607. {
  608. RD::Uniform u;
  609. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  610. u.binding = 1;
  611. for (int j = 0; j < 8; j++) {
  612. u.append_id(render_occlusion[j]);
  613. }
  614. uniforms.push_back(u);
  615. }
  616. {
  617. RD::Uniform u;
  618. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  619. u.binding = 2;
  620. u.append_id(occlusion_data);
  621. uniforms.push_back(u);
  622. }
  623. cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0);
  624. }
  625. }
  626. //direct light
  627. for (SDFGI::Cascade &cascade : cascades) {
  628. Vector<RD::Uniform> uniforms;
  629. {
  630. RD::Uniform u;
  631. u.binding = 1;
  632. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  633. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  634. if (j < cascades.size()) {
  635. u.append_id(cascades[j].sdf_tex);
  636. } else {
  637. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  638. }
  639. }
  640. uniforms.push_back(u);
  641. }
  642. {
  643. RD::Uniform u;
  644. u.binding = 2;
  645. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  646. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  647. uniforms.push_back(u);
  648. }
  649. {
  650. RD::Uniform u;
  651. u.binding = 3;
  652. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  653. u.append_id(cascade.solid_cell_dispatch_buffer);
  654. uniforms.push_back(u);
  655. }
  656. {
  657. RD::Uniform u;
  658. u.binding = 4;
  659. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  660. u.append_id(cascade.solid_cell_buffer);
  661. uniforms.push_back(u);
  662. }
  663. {
  664. RD::Uniform u;
  665. u.binding = 5;
  666. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  667. u.append_id(cascade.light_data);
  668. uniforms.push_back(u);
  669. }
  670. {
  671. RD::Uniform u;
  672. u.binding = 6;
  673. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  674. u.append_id(cascade.light_aniso_0_tex);
  675. uniforms.push_back(u);
  676. }
  677. {
  678. RD::Uniform u;
  679. u.binding = 7;
  680. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  681. u.append_id(cascade.light_aniso_1_tex);
  682. uniforms.push_back(u);
  683. }
  684. {
  685. RD::Uniform u;
  686. u.binding = 8;
  687. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  688. u.append_id(cascades_ubo);
  689. uniforms.push_back(u);
  690. }
  691. {
  692. RD::Uniform u;
  693. u.binding = 9;
  694. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  695. u.append_id(cascade.lights_buffer);
  696. uniforms.push_back(u);
  697. }
  698. {
  699. RD::Uniform u;
  700. u.binding = 10;
  701. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  702. u.append_id(lightprobe_texture);
  703. uniforms.push_back(u);
  704. }
  705. {
  706. RD::Uniform u;
  707. u.binding = 11;
  708. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  709. u.append_id(occlusion_texture);
  710. uniforms.push_back(u);
  711. }
  712. cascade.sdf_direct_light_static_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_STATIC), 0);
  713. cascade.sdf_direct_light_dynamic_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC), 0);
  714. }
  715. //preprocess initialize uniform set
  716. {
  717. Vector<RD::Uniform> uniforms;
  718. {
  719. RD::Uniform u;
  720. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  721. u.binding = 1;
  722. u.append_id(render_albedo);
  723. uniforms.push_back(u);
  724. }
  725. {
  726. RD::Uniform u;
  727. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  728. u.binding = 2;
  729. u.append_id(render_sdf[0]);
  730. uniforms.push_back(u);
  731. }
  732. sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0);
  733. }
  734. {
  735. Vector<RD::Uniform> uniforms;
  736. {
  737. RD::Uniform u;
  738. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  739. u.binding = 1;
  740. u.append_id(render_albedo);
  741. uniforms.push_back(u);
  742. }
  743. {
  744. RD::Uniform u;
  745. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  746. u.binding = 2;
  747. u.append_id(render_sdf_half[0]);
  748. uniforms.push_back(u);
  749. }
  750. sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0);
  751. }
  752. //jump flood uniform set
  753. {
  754. Vector<RD::Uniform> uniforms;
  755. {
  756. RD::Uniform u;
  757. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  758. u.binding = 1;
  759. u.append_id(render_sdf[0]);
  760. uniforms.push_back(u);
  761. }
  762. {
  763. RD::Uniform u;
  764. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  765. u.binding = 2;
  766. u.append_id(render_sdf[1]);
  767. uniforms.push_back(u);
  768. }
  769. jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
  770. RID aux0 = uniforms.write[0].get_id(0);
  771. RID aux1 = uniforms.write[1].get_id(0);
  772. uniforms.write[0].set_id(0, aux1);
  773. uniforms.write[1].set_id(0, aux0);
  774. jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
  775. }
  776. //jump flood half uniform set
  777. {
  778. Vector<RD::Uniform> uniforms;
  779. {
  780. RD::Uniform u;
  781. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  782. u.binding = 1;
  783. u.append_id(render_sdf_half[0]);
  784. uniforms.push_back(u);
  785. }
  786. {
  787. RD::Uniform u;
  788. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  789. u.binding = 2;
  790. u.append_id(render_sdf_half[1]);
  791. uniforms.push_back(u);
  792. }
  793. jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
  794. RID aux0 = uniforms.write[0].get_id(0);
  795. RID aux1 = uniforms.write[1].get_id(0);
  796. uniforms.write[0].set_id(0, aux1);
  797. uniforms.write[1].set_id(0, aux0);
  798. jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
  799. }
  800. //upscale half size sdf
  801. {
  802. Vector<RD::Uniform> uniforms;
  803. {
  804. RD::Uniform u;
  805. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  806. u.binding = 1;
  807. u.append_id(render_albedo);
  808. uniforms.push_back(u);
  809. }
  810. {
  811. RD::Uniform u;
  812. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  813. u.binding = 2;
  814. u.append_id(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
  815. uniforms.push_back(u);
  816. }
  817. {
  818. RD::Uniform u;
  819. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  820. u.binding = 3;
  821. u.append_id(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
  822. uniforms.push_back(u);
  823. }
  824. upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1;
  825. sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0);
  826. }
  827. //occlusion uniform set
  828. {
  829. Vector<RD::Uniform> uniforms;
  830. {
  831. RD::Uniform u;
  832. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  833. u.binding = 1;
  834. u.append_id(render_albedo);
  835. uniforms.push_back(u);
  836. }
  837. {
  838. RD::Uniform u;
  839. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  840. u.binding = 2;
  841. for (int i = 0; i < 8; i++) {
  842. u.append_id(render_occlusion[i]);
  843. }
  844. uniforms.push_back(u);
  845. }
  846. {
  847. RD::Uniform u;
  848. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  849. u.binding = 3;
  850. u.append_id(render_geom_facing);
  851. uniforms.push_back(u);
  852. }
  853. occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_OCCLUSION), 0);
  854. }
  855. for (uint32_t i = 0; i < cascades.size(); i++) {
  856. //integrate uniform
  857. Vector<RD::Uniform> uniforms;
  858. {
  859. RD::Uniform u;
  860. u.binding = 1;
  861. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  862. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  863. if (j < cascades.size()) {
  864. u.append_id(cascades[j].sdf_tex);
  865. } else {
  866. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  867. }
  868. }
  869. uniforms.push_back(u);
  870. }
  871. {
  872. RD::Uniform u;
  873. u.binding = 2;
  874. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  875. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  876. if (j < cascades.size()) {
  877. u.append_id(cascades[j].light_tex);
  878. } else {
  879. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  880. }
  881. }
  882. uniforms.push_back(u);
  883. }
  884. {
  885. RD::Uniform u;
  886. u.binding = 3;
  887. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  888. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  889. if (j < cascades.size()) {
  890. u.append_id(cascades[j].light_aniso_0_tex);
  891. } else {
  892. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  893. }
  894. }
  895. uniforms.push_back(u);
  896. }
  897. {
  898. RD::Uniform u;
  899. u.binding = 4;
  900. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  901. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  902. if (j < cascades.size()) {
  903. u.append_id(cascades[j].light_aniso_1_tex);
  904. } else {
  905. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  906. }
  907. }
  908. uniforms.push_back(u);
  909. }
  910. {
  911. RD::Uniform u;
  912. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  913. u.binding = 6;
  914. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  915. uniforms.push_back(u);
  916. }
  917. {
  918. RD::Uniform u;
  919. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  920. u.binding = 7;
  921. u.append_id(cascades_ubo);
  922. uniforms.push_back(u);
  923. }
  924. {
  925. RD::Uniform u;
  926. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  927. u.binding = 8;
  928. u.append_id(lightprobe_data);
  929. uniforms.push_back(u);
  930. }
  931. {
  932. RD::Uniform u;
  933. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  934. u.binding = 9;
  935. u.append_id(cascades[i].lightprobe_history_tex);
  936. uniforms.push_back(u);
  937. }
  938. {
  939. RD::Uniform u;
  940. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  941. u.binding = 10;
  942. u.append_id(cascades[i].lightprobe_average_tex);
  943. uniforms.push_back(u);
  944. }
  945. {
  946. RD::Uniform u;
  947. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  948. u.binding = 11;
  949. u.append_id(lightprobe_history_scroll);
  950. uniforms.push_back(u);
  951. }
  952. {
  953. RD::Uniform u;
  954. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  955. u.binding = 12;
  956. u.append_id(lightprobe_average_scroll);
  957. uniforms.push_back(u);
  958. }
  959. {
  960. RD::Uniform u;
  961. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  962. u.binding = 13;
  963. RID parent_average;
  964. if (cascades.size() == 1) {
  965. // If there is only one SDFGI cascade, we can't use the previous cascade for blending.
  966. parent_average = cascades[i].lightprobe_average_tex;
  967. } else if (i < cascades.size() - 1) {
  968. parent_average = cascades[i + 1].lightprobe_average_tex;
  969. } else {
  970. parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
  971. }
  972. u.append_id(parent_average);
  973. uniforms.push_back(u);
  974. }
  975. {
  976. RD::Uniform u;
  977. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  978. u.binding = 14;
  979. u.append_id(ambient_texture);
  980. uniforms.push_back(u);
  981. }
  982. cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 0);
  983. }
  984. bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env);
  985. energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env);
  986. normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env);
  987. probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env);
  988. reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env);
  989. }
  990. void GI::SDFGI::free_data() {
  991. // we don't free things here, we handle SDFGI differently at the moment destructing the object when it needs to change.
  992. }
  993. GI::SDFGI::~SDFGI() {
  994. for (const SDFGI::Cascade &c : cascades) {
  995. RD::get_singleton()->free(c.light_data);
  996. RD::get_singleton()->free(c.light_aniso_0_tex);
  997. RD::get_singleton()->free(c.light_aniso_1_tex);
  998. RD::get_singleton()->free(c.sdf_tex);
  999. RD::get_singleton()->free(c.solid_cell_dispatch_buffer);
  1000. RD::get_singleton()->free(c.solid_cell_buffer);
  1001. RD::get_singleton()->free(c.lightprobe_history_tex);
  1002. RD::get_singleton()->free(c.lightprobe_average_tex);
  1003. RD::get_singleton()->free(c.lights_buffer);
  1004. }
  1005. RD::get_singleton()->free(render_albedo);
  1006. RD::get_singleton()->free(render_emission);
  1007. RD::get_singleton()->free(render_emission_aniso);
  1008. RD::get_singleton()->free(render_sdf[0]);
  1009. RD::get_singleton()->free(render_sdf[1]);
  1010. RD::get_singleton()->free(render_sdf_half[0]);
  1011. RD::get_singleton()->free(render_sdf_half[1]);
  1012. for (int i = 0; i < 8; i++) {
  1013. RD::get_singleton()->free(render_occlusion[i]);
  1014. }
  1015. RD::get_singleton()->free(render_geom_facing);
  1016. RD::get_singleton()->free(lightprobe_data);
  1017. RD::get_singleton()->free(lightprobe_history_scroll);
  1018. RD::get_singleton()->free(lightprobe_average_scroll);
  1019. RD::get_singleton()->free(occlusion_data);
  1020. RD::get_singleton()->free(ambient_texture);
  1021. RD::get_singleton()->free(cascades_ubo);
  1022. for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
  1023. if (RD::get_singleton()->uniform_set_is_valid(debug_uniform_set[v])) {
  1024. RD::get_singleton()->free(debug_uniform_set[v]);
  1025. }
  1026. debug_uniform_set[v] = RID();
  1027. }
  1028. if (RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) {
  1029. RD::get_singleton()->free(debug_probes_uniform_set);
  1030. }
  1031. debug_probes_uniform_set = RID();
  1032. if (debug_probes_scene_data_ubo.is_valid()) {
  1033. RD::get_singleton()->free(debug_probes_scene_data_ubo);
  1034. debug_probes_scene_data_ubo = RID();
  1035. }
  1036. }
  1037. void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) {
  1038. bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env);
  1039. energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env);
  1040. normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env);
  1041. probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env);
  1042. reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env);
  1043. int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2;
  1044. for (SDFGI::Cascade &cascade : cascades) {
  1045. cascade.dirty_regions = Vector3i();
  1046. Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
  1047. probe_half_size = Vector3(0, 0, 0);
  1048. Vector3 world_position = p_world_position;
  1049. world_position.y *= y_mult;
  1050. Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size);
  1051. for (int j = 0; j < 3; j++) {
  1052. if (pos_in_cascade[j] < cascade.position[j]) {
  1053. while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) {
  1054. cascade.position[j] -= drag_margin * 2;
  1055. cascade.dirty_regions[j] += drag_margin * 2;
  1056. }
  1057. } else if (pos_in_cascade[j] > cascade.position[j]) {
  1058. while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) {
  1059. cascade.position[j] += drag_margin * 2;
  1060. cascade.dirty_regions[j] -= drag_margin * 2;
  1061. }
  1062. }
  1063. if (cascade.dirty_regions[j] == 0) {
  1064. continue; // not dirty
  1065. } else if (uint32_t(ABS(cascade.dirty_regions[j])) >= cascade_size) {
  1066. //moved too much, just redraw everything (make all dirty)
  1067. cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
  1068. break;
  1069. }
  1070. }
  1071. if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
  1072. //see how much the total dirty volume represents from the total volume
  1073. uint32_t total_volume = cascade_size * cascade_size * cascade_size;
  1074. uint32_t safe_volume = 1;
  1075. for (int j = 0; j < 3; j++) {
  1076. safe_volume *= cascade_size - ABS(cascade.dirty_regions[j]);
  1077. }
  1078. uint32_t dirty_volume = total_volume - safe_volume;
  1079. if (dirty_volume > (safe_volume / 2)) {
  1080. //more than half the volume is dirty, make all dirty so its only rendered once
  1081. cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
  1082. }
  1083. }
  1084. }
  1085. }
  1086. void GI::SDFGI::update_light() {
  1087. RD::get_singleton()->draw_command_begin_label("SDFGI Update dynamic Light");
  1088. /* Update dynamic light */
  1089. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1090. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
  1091. SDFGIShader::DirectLightPushConstant push_constant;
  1092. push_constant.grid_size[0] = cascade_size;
  1093. push_constant.grid_size[1] = cascade_size;
  1094. push_constant.grid_size[2] = cascade_size;
  1095. push_constant.max_cascades = cascades.size();
  1096. push_constant.probe_axis_size = probe_axis_count;
  1097. push_constant.bounce_feedback = bounce_feedback;
  1098. push_constant.y_mult = y_mult;
  1099. push_constant.use_occlusion = uses_occlusion;
  1100. for (uint32_t i = 0; i < cascades.size(); i++) {
  1101. SDFGI::Cascade &cascade = cascades[i];
  1102. push_constant.light_count = cascade_dynamic_light_count[i];
  1103. push_constant.cascade = i;
  1104. if (cascades[i].all_dynamic_lights_dirty || gi->sdfgi_frames_to_update_light == RS::ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME) {
  1105. push_constant.process_offset = 0;
  1106. push_constant.process_increment = 1;
  1107. } else {
  1108. static const uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = {
  1109. 1, 2, 4, 8, 16
  1110. };
  1111. uint32_t frames_to_update = frames_to_update_table[gi->sdfgi_frames_to_update_light];
  1112. push_constant.process_offset = RSG::rasterizer->get_frame_number() % frames_to_update;
  1113. push_constant.process_increment = frames_to_update;
  1114. }
  1115. cascades[i].all_dynamic_lights_dirty = false;
  1116. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_dynamic_uniform_set, 0);
  1117. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
  1118. RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
  1119. }
  1120. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
  1121. RD::get_singleton()->draw_command_end_label();
  1122. }
  1123. void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) {
  1124. RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes");
  1125. SDFGIShader::IntegratePushConstant push_constant;
  1126. push_constant.grid_size[1] = cascade_size;
  1127. push_constant.grid_size[2] = cascade_size;
  1128. push_constant.grid_size[0] = cascade_size;
  1129. push_constant.max_cascades = cascades.size();
  1130. push_constant.probe_axis_size = probe_axis_count;
  1131. push_constant.history_index = render_pass % history_size;
  1132. push_constant.history_size = history_size;
  1133. static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
  1134. push_constant.ray_count = ray_count[gi->sdfgi_ray_count];
  1135. push_constant.ray_bias = probe_bias;
  1136. push_constant.image_size[0] = probe_axis_count * probe_axis_count;
  1137. push_constant.image_size[1] = probe_axis_count;
  1138. push_constant.store_ambient_texture = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_enabled(p_env);
  1139. RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set;
  1140. push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
  1141. push_constant.y_mult = y_mult;
  1142. if (reads_sky && p_env.is_valid()) {
  1143. push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy_multiplier(p_env);
  1144. if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) {
  1145. push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
  1146. Color c = RSG::texture_storage->get_default_clear_color().srgb_to_linear();
  1147. push_constant.sky_color[0] = c.r;
  1148. push_constant.sky_color[1] = c.g;
  1149. push_constant.sky_color[2] = c.b;
  1150. } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_COLOR) {
  1151. push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
  1152. Color c = RendererSceneRenderRD::get_singleton()->environment_get_bg_color(p_env);
  1153. push_constant.sky_color[0] = c.r;
  1154. push_constant.sky_color[1] = c.g;
  1155. push_constant.sky_color[2] = c.b;
  1156. } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_SKY) {
  1157. if (p_sky && p_sky->radiance.is_valid()) {
  1158. if (integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(integrate_sky_uniform_set)) {
  1159. Vector<RD::Uniform> uniforms;
  1160. {
  1161. RD::Uniform u;
  1162. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1163. u.binding = 0;
  1164. u.append_id(p_sky->radiance);
  1165. uniforms.push_back(u);
  1166. }
  1167. {
  1168. RD::Uniform u;
  1169. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1170. u.binding = 1;
  1171. u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  1172. uniforms.push_back(u);
  1173. }
  1174. integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 1);
  1175. }
  1176. sky_uniform_set = integrate_sky_uniform_set;
  1177. push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_SKY;
  1178. }
  1179. }
  1180. }
  1181. render_pass++;
  1182. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
  1183. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_PROCESS]);
  1184. int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
  1185. for (uint32_t i = 0; i < cascades.size(); i++) {
  1186. push_constant.cascade = i;
  1187. push_constant.world_offset[0] = cascades[i].position.x / probe_divisor;
  1188. push_constant.world_offset[1] = cascades[i].position.y / probe_divisor;
  1189. push_constant.world_offset[2] = cascades[i].position.z / probe_divisor;
  1190. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0);
  1191. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1);
  1192. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant));
  1193. RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
  1194. }
  1195. //end later after raster to avoid barriering on layout changes
  1196. //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
  1197. RD::get_singleton()->draw_command_end_label();
  1198. }
  1199. void GI::SDFGI::store_probes() {
  1200. RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE);
  1201. RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes");
  1202. SDFGIShader::IntegratePushConstant push_constant;
  1203. push_constant.grid_size[1] = cascade_size;
  1204. push_constant.grid_size[2] = cascade_size;
  1205. push_constant.grid_size[0] = cascade_size;
  1206. push_constant.max_cascades = cascades.size();
  1207. push_constant.probe_axis_size = probe_axis_count;
  1208. push_constant.history_index = render_pass % history_size;
  1209. push_constant.history_size = history_size;
  1210. static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
  1211. push_constant.ray_count = ray_count[gi->sdfgi_ray_count];
  1212. push_constant.ray_bias = probe_bias;
  1213. push_constant.image_size[0] = probe_axis_count * probe_axis_count;
  1214. push_constant.image_size[1] = probe_axis_count;
  1215. push_constant.store_ambient_texture = false;
  1216. push_constant.sky_mode = 0;
  1217. push_constant.y_mult = y_mult;
  1218. // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
  1219. RENDER_TIMESTAMP("Average SDFGI Probes");
  1220. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1221. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
  1222. //convert to octahedral to store
  1223. push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
  1224. push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
  1225. for (uint32_t i = 0; i < cascades.size(); i++) {
  1226. push_constant.cascade = i;
  1227. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0);
  1228. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
  1229. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant));
  1230. RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
  1231. }
  1232. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
  1233. RD::get_singleton()->draw_command_end_label();
  1234. }
  1235. int GI::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
  1236. int dirty_count = 0;
  1237. for (uint32_t i = 0; i < cascades.size(); i++) {
  1238. const SDFGI::Cascade &c = cascades[i];
  1239. if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
  1240. if (dirty_count == p_region) {
  1241. r_local_offset = Vector3i();
  1242. r_local_size = Vector3i(1, 1, 1) * cascade_size;
  1243. r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
  1244. r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
  1245. return i;
  1246. }
  1247. dirty_count++;
  1248. } else {
  1249. for (int j = 0; j < 3; j++) {
  1250. if (c.dirty_regions[j] != 0) {
  1251. if (dirty_count == p_region) {
  1252. Vector3i from = Vector3i(0, 0, 0);
  1253. Vector3i to = Vector3i(1, 1, 1) * cascade_size;
  1254. if (c.dirty_regions[j] > 0) {
  1255. //fill from the beginning
  1256. to[j] = c.dirty_regions[j];
  1257. } else {
  1258. //fill from the end
  1259. from[j] = to[j] + c.dirty_regions[j];
  1260. }
  1261. for (int k = 0; k < j; k++) {
  1262. // "chip" away previous regions to avoid re-voxelizing the same thing
  1263. if (c.dirty_regions[k] > 0) {
  1264. from[k] += c.dirty_regions[k];
  1265. } else if (c.dirty_regions[k] < 0) {
  1266. to[k] += c.dirty_regions[k];
  1267. }
  1268. }
  1269. r_local_offset = from;
  1270. r_local_size = to - from;
  1271. r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
  1272. r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
  1273. return i;
  1274. }
  1275. dirty_count++;
  1276. }
  1277. }
  1278. }
  1279. }
  1280. return -1;
  1281. }
  1282. void GI::SDFGI::update_cascades() {
  1283. //update cascades
  1284. SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
  1285. int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
  1286. for (uint32_t i = 0; i < cascades.size(); i++) {
  1287. Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size;
  1288. cascade_data[i].offset[0] = pos.x;
  1289. cascade_data[i].offset[1] = pos.y;
  1290. cascade_data[i].offset[2] = pos.z;
  1291. cascade_data[i].to_cell = 1.0 / cascades[i].cell_size;
  1292. cascade_data[i].probe_offset[0] = cascades[i].position.x / probe_divisor;
  1293. cascade_data[i].probe_offset[1] = cascades[i].position.y / probe_divisor;
  1294. cascade_data[i].probe_offset[2] = cascades[i].position.z / probe_divisor;
  1295. cascade_data[i].pad = 0;
  1296. }
  1297. RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
  1298. }
  1299. void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) {
  1300. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1301. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1302. RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
  1303. for (uint32_t v = 0; v < p_view_count; v++) {
  1304. if (!debug_uniform_set[v].is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set[v])) {
  1305. Vector<RD::Uniform> uniforms;
  1306. {
  1307. RD::Uniform u;
  1308. u.binding = 1;
  1309. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1310. for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
  1311. if (i < cascades.size()) {
  1312. u.append_id(cascades[i].sdf_tex);
  1313. } else {
  1314. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  1315. }
  1316. }
  1317. uniforms.push_back(u);
  1318. }
  1319. {
  1320. RD::Uniform u;
  1321. u.binding = 2;
  1322. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1323. for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
  1324. if (i < cascades.size()) {
  1325. u.append_id(cascades[i].light_tex);
  1326. } else {
  1327. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  1328. }
  1329. }
  1330. uniforms.push_back(u);
  1331. }
  1332. {
  1333. RD::Uniform u;
  1334. u.binding = 3;
  1335. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1336. for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
  1337. if (i < cascades.size()) {
  1338. u.append_id(cascades[i].light_aniso_0_tex);
  1339. } else {
  1340. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  1341. }
  1342. }
  1343. uniforms.push_back(u);
  1344. }
  1345. {
  1346. RD::Uniform u;
  1347. u.binding = 4;
  1348. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1349. for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
  1350. if (i < cascades.size()) {
  1351. u.append_id(cascades[i].light_aniso_1_tex);
  1352. } else {
  1353. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  1354. }
  1355. }
  1356. uniforms.push_back(u);
  1357. }
  1358. {
  1359. RD::Uniform u;
  1360. u.binding = 5;
  1361. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1362. u.append_id(occlusion_texture);
  1363. uniforms.push_back(u);
  1364. }
  1365. {
  1366. RD::Uniform u;
  1367. u.binding = 8;
  1368. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1369. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  1370. uniforms.push_back(u);
  1371. }
  1372. {
  1373. RD::Uniform u;
  1374. u.binding = 9;
  1375. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1376. u.append_id(cascades_ubo);
  1377. uniforms.push_back(u);
  1378. }
  1379. {
  1380. RD::Uniform u;
  1381. u.binding = 10;
  1382. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  1383. u.append_id(p_texture_views[v]);
  1384. uniforms.push_back(u);
  1385. }
  1386. {
  1387. RD::Uniform u;
  1388. u.binding = 11;
  1389. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1390. u.append_id(lightprobe_texture);
  1391. uniforms.push_back(u);
  1392. }
  1393. debug_uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0);
  1394. }
  1395. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1396. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline);
  1397. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set[v], 0);
  1398. SDFGIShader::DebugPushConstant push_constant;
  1399. push_constant.grid_size[0] = cascade_size;
  1400. push_constant.grid_size[1] = cascade_size;
  1401. push_constant.grid_size[2] = cascade_size;
  1402. push_constant.max_cascades = cascades.size();
  1403. push_constant.screen_size[0] = p_width;
  1404. push_constant.screen_size[1] = p_height;
  1405. push_constant.y_mult = y_mult;
  1406. push_constant.z_near = -p_projections[v].get_z_near();
  1407. for (int i = 0; i < 3; i++) {
  1408. for (int j = 0; j < 3; j++) {
  1409. push_constant.cam_basis[i][j] = p_transform.basis.rows[j][i];
  1410. }
  1411. }
  1412. push_constant.cam_origin[0] = p_transform.origin[0];
  1413. push_constant.cam_origin[1] = p_transform.origin[1];
  1414. push_constant.cam_origin[2] = p_transform.origin[2];
  1415. // need to properly unproject for asymmetric projection matrices in stereo..
  1416. Projection inv_projection = p_projections[v].inverse();
  1417. for (int i = 0; i < 4; i++) {
  1418. for (int j = 0; j < 3; j++) {
  1419. push_constant.inv_projection[j][i] = inv_projection.columns[i][j];
  1420. }
  1421. }
  1422. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant));
  1423. RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1);
  1424. RD::get_singleton()->compute_list_end();
  1425. }
  1426. Size2i rtsize = texture_storage->render_target_get_size(p_render_target);
  1427. copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2i(Point2i(), rtsize), true, false, false, false, RID(), p_view_count > 1);
  1428. }
  1429. void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
  1430. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1431. // setup scene data
  1432. {
  1433. SDFGIShader::DebugProbesSceneData scene_data;
  1434. if (debug_probes_scene_data_ubo.is_null()) {
  1435. debug_probes_scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIShader::DebugProbesSceneData));
  1436. }
  1437. for (uint32_t v = 0; v < p_view_count; v++) {
  1438. RendererRD::MaterialStorage::store_camera(p_camera_with_transforms[v], scene_data.projection[v]);
  1439. }
  1440. RD::get_singleton()->buffer_update(debug_probes_scene_data_ubo, 0, sizeof(SDFGIShader::DebugProbesSceneData), &scene_data, RD::BARRIER_MASK_RASTER);
  1441. }
  1442. // setup push constant
  1443. SDFGIShader::DebugProbesPushConstant push_constant;
  1444. //gen spheres from strips
  1445. uint32_t band_points = 16;
  1446. push_constant.band_power = 4;
  1447. push_constant.sections_in_band = ((band_points / 2) - 1);
  1448. push_constant.band_mask = band_points - 2;
  1449. push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
  1450. push_constant.y_mult = y_mult;
  1451. uint32_t total_points = push_constant.sections_in_band * band_points;
  1452. uint32_t total_probes = probe_axis_count * probe_axis_count * probe_axis_count;
  1453. push_constant.grid_size[0] = cascade_size;
  1454. push_constant.grid_size[1] = cascade_size;
  1455. push_constant.grid_size[2] = cascade_size;
  1456. push_constant.cascade = 0;
  1457. push_constant.probe_axis_size = probe_axis_count;
  1458. if (!debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) {
  1459. Vector<RD::Uniform> uniforms;
  1460. {
  1461. RD::Uniform u;
  1462. u.binding = 1;
  1463. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1464. u.append_id(cascades_ubo);
  1465. uniforms.push_back(u);
  1466. }
  1467. {
  1468. RD::Uniform u;
  1469. u.binding = 2;
  1470. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1471. u.append_id(lightprobe_texture);
  1472. uniforms.push_back(u);
  1473. }
  1474. {
  1475. RD::Uniform u;
  1476. u.binding = 3;
  1477. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1478. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  1479. uniforms.push_back(u);
  1480. }
  1481. {
  1482. RD::Uniform u;
  1483. u.binding = 4;
  1484. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1485. u.append_id(occlusion_texture);
  1486. uniforms.push_back(u);
  1487. }
  1488. {
  1489. RD::Uniform u;
  1490. u.binding = 5;
  1491. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1492. u.append_id(debug_probes_scene_data_ubo);
  1493. uniforms.push_back(u);
  1494. }
  1495. debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_probes.version_get_shader(gi->sdfgi_shader.debug_probes_shader, 0), 0);
  1496. }
  1497. SDFGIShader::ProbeDebugMode mode = p_view_count > 1 ? SDFGIShader::PROBE_DEBUG_PROBES_MULTIVIEW : SDFGIShader::PROBE_DEBUG_PROBES;
  1498. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CONTINUE, p_will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
  1499. RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
  1500. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, gi->sdfgi_shader.debug_probes_pipeline[mode].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
  1501. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, debug_probes_uniform_set, 0);
  1502. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
  1503. RD::get_singleton()->draw_list_draw(draw_list, false, total_probes, total_points);
  1504. if (gi->sdfgi_debug_probe_dir != Vector3()) {
  1505. uint32_t cascade = 0;
  1506. Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0);
  1507. Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0);
  1508. Vector3 ray_from = gi->sdfgi_debug_probe_pos;
  1509. Vector3 ray_to = gi->sdfgi_debug_probe_pos + gi->sdfgi_debug_probe_dir * cascades[cascade].cell_size * Math::sqrt(3.0) * cascade_size;
  1510. float sphere_radius = 0.2;
  1511. float closest_dist = 1e20;
  1512. gi->sdfgi_debug_probe_enabled = false;
  1513. Vector3i probe_from = cascades[cascade].position / (cascade_size / SDFGI::PROBE_DIVISOR);
  1514. for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) {
  1515. for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) {
  1516. for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) {
  1517. Vector3 pos = offset + probe_size * Vector3(i, j, k);
  1518. Vector3 res;
  1519. if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) {
  1520. float d = ray_from.distance_to(res);
  1521. if (d < closest_dist) {
  1522. closest_dist = d;
  1523. gi->sdfgi_debug_probe_enabled = true;
  1524. gi->sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k);
  1525. }
  1526. }
  1527. }
  1528. }
  1529. }
  1530. gi->sdfgi_debug_probe_dir = Vector3();
  1531. }
  1532. if (gi->sdfgi_debug_probe_enabled) {
  1533. uint32_t cascade = 0;
  1534. uint32_t probe_cells = (cascade_size / SDFGI::PROBE_DIVISOR);
  1535. Vector3i probe_from = cascades[cascade].position / probe_cells;
  1536. Vector3i ofs = gi->sdfgi_debug_probe_index - probe_from;
  1537. if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) {
  1538. return;
  1539. }
  1540. if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) {
  1541. return;
  1542. }
  1543. uint32_t mult = (SDFGI::PROBE_DIVISOR + 1);
  1544. uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x;
  1545. push_constant.probe_debug_index = index;
  1546. uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
  1547. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, gi->sdfgi_shader.debug_probes_pipeline[p_view_count > 1 ? SDFGIShader::PROBE_DEBUG_VISIBILITY_MULTIVIEW : SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
  1548. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, debug_probes_uniform_set, 0);
  1549. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
  1550. RD::get_singleton()->draw_list_draw(draw_list, false, cell_count, total_points);
  1551. }
  1552. RD::get_singleton()->draw_command_end_label();
  1553. RD::get_singleton()->draw_list_end();
  1554. }
  1555. void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data) {
  1556. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  1557. /* Update general SDFGI Buffer */
  1558. SDFGIData sdfgi_data;
  1559. sdfgi_data.grid_size[0] = cascade_size;
  1560. sdfgi_data.grid_size[1] = cascade_size;
  1561. sdfgi_data.grid_size[2] = cascade_size;
  1562. sdfgi_data.max_cascades = cascades.size();
  1563. sdfgi_data.probe_axis_size = probe_axis_count;
  1564. sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance
  1565. sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1;
  1566. sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1;
  1567. float csize = cascade_size;
  1568. sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]);
  1569. sdfgi_data.use_occlusion = uses_occlusion;
  1570. //sdfgi_data.energy = energy;
  1571. sdfgi_data.y_mult = y_mult;
  1572. float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]);
  1573. float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
  1574. sdfgi_data.occlusion_clamp[0] = occlusion_clamp;
  1575. sdfgi_data.occlusion_clamp[1] = occlusion_clamp;
  1576. sdfgi_data.occlusion_clamp[2] = occlusion_clamp;
  1577. sdfgi_data.normal_bias = (normal_bias / csize) * sdfgi_data.cascade_probe_size[0];
  1578. //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 ) );
  1579. //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
  1580. uint32_t oct_size = SDFGI::LIGHTPROBE_OCT_SIZE;
  1581. sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size);
  1582. sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size);
  1583. sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0;
  1584. sdfgi_data.energy = energy;
  1585. sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0];
  1586. sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1];
  1587. sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0];
  1588. sdfgi_data.occlusion_renormalize[0] = 0.5;
  1589. sdfgi_data.occlusion_renormalize[1] = 1.0;
  1590. sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades);
  1591. int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
  1592. for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) {
  1593. SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i];
  1594. Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size;
  1595. Vector3 cam_origin = p_transform.origin;
  1596. cam_origin.y *= y_mult;
  1597. pos -= cam_origin; //make pos local to camera, to reduce numerical error
  1598. c.position[0] = pos.x;
  1599. c.position[1] = pos.y;
  1600. c.position[2] = pos.z;
  1601. c.to_probe = 1.0 / (float(cascade_size) * cascades[i].cell_size / float(probe_axis_count - 1));
  1602. Vector3i probe_ofs = cascades[i].position / probe_divisor;
  1603. c.probe_world_offset[0] = probe_ofs.x;
  1604. c.probe_world_offset[1] = probe_ofs.y;
  1605. c.probe_world_offset[2] = probe_ofs.z;
  1606. c.to_cell = 1.0 / cascades[i].cell_size;
  1607. c.exposure_normalization = 1.0;
  1608. if (p_render_data->camera_attributes.is_valid()) {
  1609. float exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  1610. c.exposure_normalization = exposure_normalization / cascades[i].baked_exposure_normalization;
  1611. }
  1612. }
  1613. RD::get_singleton()->buffer_update(gi->sdfgi_ubo, 0, sizeof(SDFGIData), &sdfgi_data, RD::BARRIER_MASK_COMPUTE);
  1614. /* Update dynamic lights in SDFGI cascades */
  1615. for (uint32_t i = 0; i < cascades.size(); i++) {
  1616. SDFGI::Cascade &cascade = cascades[i];
  1617. SDFGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
  1618. uint32_t idx = 0;
  1619. for (uint32_t j = 0; j < (uint32_t)p_render_data->sdfgi_update_data->directional_lights->size(); j++) {
  1620. if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
  1621. break;
  1622. }
  1623. RID light_instance = p_render_data->sdfgi_update_data->directional_lights->get(j);
  1624. ERR_CONTINUE(!light_storage->owns_light_instance(light_instance));
  1625. RID light = light_storage->light_instance_get_base_light(light_instance);
  1626. Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance);
  1627. if (RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
  1628. continue;
  1629. }
  1630. Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z);
  1631. dir.y *= y_mult;
  1632. dir.normalize();
  1633. lights[idx].direction[0] = dir.x;
  1634. lights[idx].direction[1] = dir.y;
  1635. lights[idx].direction[2] = dir.z;
  1636. Color color = RSG::light_storage->light_get_color(light);
  1637. color = color.srgb_to_linear();
  1638. lights[idx].color[0] = color.r;
  1639. lights[idx].color[1] = color.g;
  1640. lights[idx].color[2] = color.b;
  1641. lights[idx].type = RS::LIGHT_DIRECTIONAL;
  1642. lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  1643. if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
  1644. lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY);
  1645. }
  1646. if (p_render_data->camera_attributes.is_valid()) {
  1647. lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  1648. }
  1649. lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light);
  1650. idx++;
  1651. }
  1652. AABB cascade_aabb;
  1653. cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascade.position)) * cascade.cell_size;
  1654. cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cascade.cell_size;
  1655. for (uint32_t j = 0; j < p_render_data->sdfgi_update_data->positional_light_count; j++) {
  1656. if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
  1657. break;
  1658. }
  1659. RID light_instance = p_render_data->sdfgi_update_data->positional_light_instances[j];
  1660. ERR_CONTINUE(!light_storage->owns_light_instance(light_instance));
  1661. RID light = light_storage->light_instance_get_base_light(light_instance);
  1662. AABB light_aabb = light_storage->light_instance_get_base_aabb(light_instance);
  1663. Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance);
  1664. uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(light);
  1665. if (i > max_sdfgi_cascade) {
  1666. continue;
  1667. }
  1668. if (!cascade_aabb.intersects(light_aabb)) {
  1669. continue;
  1670. }
  1671. Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z);
  1672. //faster to not do this here
  1673. //dir.y *= y_mult;
  1674. //dir.normalize();
  1675. lights[idx].direction[0] = dir.x;
  1676. lights[idx].direction[1] = dir.y;
  1677. lights[idx].direction[2] = dir.z;
  1678. Vector3 pos = light_transform.origin;
  1679. pos.y *= y_mult;
  1680. lights[idx].position[0] = pos.x;
  1681. lights[idx].position[1] = pos.y;
  1682. lights[idx].position[2] = pos.z;
  1683. Color color = RSG::light_storage->light_get_color(light);
  1684. color = color.srgb_to_linear();
  1685. lights[idx].color[0] = color.r;
  1686. lights[idx].color[1] = color.g;
  1687. lights[idx].color[2] = color.b;
  1688. lights[idx].type = RSG::light_storage->light_get_type(light);
  1689. lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  1690. if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
  1691. lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY);
  1692. // Convert from Luminous Power to Luminous Intensity
  1693. if (lights[idx].type == RS::LIGHT_OMNI) {
  1694. lights[idx].energy *= 1.0 / (Math_PI * 4.0);
  1695. } else if (lights[idx].type == RS::LIGHT_SPOT) {
  1696. // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
  1697. // We make this assumption to keep them easy to control.
  1698. lights[idx].energy *= 1.0 / Math_PI;
  1699. }
  1700. }
  1701. if (p_render_data->camera_attributes.is_valid()) {
  1702. lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  1703. }
  1704. lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light);
  1705. lights[idx].attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
  1706. lights[idx].radius = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE);
  1707. lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
  1708. lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  1709. idx++;
  1710. }
  1711. if (idx > 0) {
  1712. RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights, RD::BARRIER_MASK_COMPUTE);
  1713. }
  1714. cascade_dynamic_light_count[i] = idx;
  1715. }
  1716. }
  1717. void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization) {
  1718. //print_line("rendering region " + itos(p_region));
  1719. ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but...
  1720. AABB bounds;
  1721. Vector3i from;
  1722. Vector3i size;
  1723. int cascade_prev = get_pending_region_data(p_region - 1, from, size, bounds);
  1724. int cascade_next = get_pending_region_data(p_region + 1, from, size, bounds);
  1725. int cascade = get_pending_region_data(p_region, from, size, bounds);
  1726. ERR_FAIL_COND(cascade < 0);
  1727. if (cascade_prev != cascade) {
  1728. //initialize render
  1729. RD::get_singleton()->texture_clear(render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1730. RD::get_singleton()->texture_clear(render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1731. RD::get_singleton()->texture_clear(render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1732. RD::get_singleton()->texture_clear(render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1733. }
  1734. //print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(cascades[cascade].cell_size));
  1735. RendererSceneRenderRD::get_singleton()->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing, p_exposure_normalization);
  1736. if (cascade_next != cascade) {
  1737. RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
  1738. RENDER_TIMESTAMP("> SDFGI Update SDF");
  1739. //done rendering! must update SDF
  1740. //clear dispatch indirect data
  1741. SDFGIShader::PreprocessPushConstant push_constant;
  1742. memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant));
  1743. RENDER_TIMESTAMP("SDFGI Scroll SDF");
  1744. //scroll
  1745. if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
  1746. //for scroll
  1747. Vector3i dirty = cascades[cascade].dirty_regions;
  1748. push_constant.scroll[0] = dirty.x;
  1749. push_constant.scroll[1] = dirty.y;
  1750. push_constant.scroll[2] = dirty.z;
  1751. } else {
  1752. //for no scroll
  1753. push_constant.scroll[0] = 0;
  1754. push_constant.scroll[1] = 0;
  1755. push_constant.scroll[2] = 0;
  1756. }
  1757. cascades[cascade].all_dynamic_lights_dirty = true;
  1758. cascades[cascade].baked_exposure_normalization = p_exposure_normalization;
  1759. push_constant.grid_size = cascade_size;
  1760. push_constant.cascade = cascade;
  1761. if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
  1762. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1763. //must pre scroll existing data because not all is dirty
  1764. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL]);
  1765. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_uniform_set, 0);
  1766. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1767. RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascades[cascade].solid_cell_dispatch_buffer, 0);
  1768. // no barrier do all together
  1769. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
  1770. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_occlusion_uniform_set, 0);
  1771. Vector3i dirty = cascades[cascade].dirty_regions;
  1772. Vector3i groups;
  1773. groups.x = cascade_size - ABS(dirty.x);
  1774. groups.y = cascade_size - ABS(dirty.y);
  1775. groups.z = cascade_size - ABS(dirty.z);
  1776. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1777. RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z);
  1778. //no barrier, continue together
  1779. {
  1780. //scroll probes and their history also
  1781. SDFGIShader::IntegratePushConstant ipush_constant;
  1782. ipush_constant.grid_size[1] = cascade_size;
  1783. ipush_constant.grid_size[2] = cascade_size;
  1784. ipush_constant.grid_size[0] = cascade_size;
  1785. ipush_constant.max_cascades = cascades.size();
  1786. ipush_constant.probe_axis_size = probe_axis_count;
  1787. ipush_constant.history_index = 0;
  1788. ipush_constant.history_size = history_size;
  1789. ipush_constant.ray_count = 0;
  1790. ipush_constant.ray_bias = 0;
  1791. ipush_constant.sky_mode = 0;
  1792. ipush_constant.sky_energy = 0;
  1793. ipush_constant.sky_color[0] = 0;
  1794. ipush_constant.sky_color[1] = 0;
  1795. ipush_constant.sky_color[2] = 0;
  1796. ipush_constant.y_mult = y_mult;
  1797. ipush_constant.store_ambient_texture = false;
  1798. ipush_constant.image_size[0] = probe_axis_count * probe_axis_count;
  1799. ipush_constant.image_size[1] = probe_axis_count;
  1800. int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
  1801. ipush_constant.cascade = cascade;
  1802. ipush_constant.world_offset[0] = cascades[cascade].position.x / probe_divisor;
  1803. ipush_constant.world_offset[1] = cascades[cascade].position.y / probe_divisor;
  1804. ipush_constant.world_offset[2] = cascades[cascade].position.z / probe_divisor;
  1805. ipush_constant.scroll[0] = dirty.x / probe_divisor;
  1806. ipush_constant.scroll[1] = dirty.y / probe_divisor;
  1807. ipush_constant.scroll[2] = dirty.z / probe_divisor;
  1808. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL]);
  1809. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
  1810. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
  1811. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
  1812. RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
  1813. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1814. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL_STORE]);
  1815. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
  1816. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
  1817. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
  1818. RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
  1819. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1820. if (bounce_feedback > 0.0) {
  1821. //multibounce requires this to be stored so direct light can read from it
  1822. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
  1823. //convert to octahedral to store
  1824. ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
  1825. ipush_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
  1826. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
  1827. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
  1828. RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
  1829. RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
  1830. }
  1831. }
  1832. //ok finally barrier
  1833. RD::get_singleton()->compute_list_end();
  1834. }
  1835. //clear dispatch indirect data
  1836. uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
  1837. RD::get_singleton()->buffer_update(cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data);
  1838. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  1839. bool half_size = true; //much faster, very little difference
  1840. static const int optimized_jf_group_size = 8;
  1841. if (half_size) {
  1842. push_constant.grid_size >>= 1;
  1843. uint32_t cascade_half_size = cascade_size >> 1;
  1844. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
  1845. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_half_uniform_set, 0);
  1846. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1847. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
  1848. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1849. //must start with regular jumpflood
  1850. push_constant.half_size = true;
  1851. {
  1852. RENDER_TIMESTAMP("SDFGI Jump Flood (Half-Size)");
  1853. uint32_t s = cascade_half_size;
  1854. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]);
  1855. int jf_us = 0;
  1856. //start with regular jump flood for very coarse reads, as this is impossible to optimize
  1857. while (s > 1) {
  1858. s /= 2;
  1859. push_constant.step_size = s;
  1860. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0);
  1861. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1862. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
  1863. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1864. jf_us = jf_us == 0 ? 1 : 0;
  1865. if (cascade_half_size / (s / 2) >= optimized_jf_group_size) {
  1866. break;
  1867. }
  1868. }
  1869. RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)");
  1870. //continue with optimized jump flood for smaller reads
  1871. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
  1872. while (s > 1) {
  1873. s /= 2;
  1874. push_constant.step_size = s;
  1875. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0);
  1876. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1877. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
  1878. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1879. jf_us = jf_us == 0 ? 1 : 0;
  1880. }
  1881. }
  1882. // restore grid size for last passes
  1883. push_constant.grid_size = cascade_size;
  1884. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
  1885. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_upscale_uniform_set, 0);
  1886. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1887. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
  1888. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1889. //run one pass of fullsize jumpflood to fix up half size arctifacts
  1890. push_constant.half_size = false;
  1891. push_constant.step_size = 1;
  1892. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
  1893. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[upscale_jfa_uniform_set_index], 0);
  1894. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1895. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
  1896. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1897. } else {
  1898. //full size jumpflood
  1899. RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)");
  1900. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
  1901. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
  1902. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1903. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
  1904. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1905. push_constant.half_size = false;
  1906. {
  1907. uint32_t s = cascade_size;
  1908. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]);
  1909. int jf_us = 0;
  1910. //start with regular jump flood for very coarse reads, as this is impossible to optimize
  1911. while (s > 1) {
  1912. s /= 2;
  1913. push_constant.step_size = s;
  1914. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0);
  1915. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1916. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
  1917. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1918. jf_us = jf_us == 0 ? 1 : 0;
  1919. if (cascade_size / (s / 2) >= optimized_jf_group_size) {
  1920. break;
  1921. }
  1922. }
  1923. RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)");
  1924. //continue with optimized jump flood for smaller reads
  1925. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
  1926. while (s > 1) {
  1927. s /= 2;
  1928. push_constant.step_size = s;
  1929. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0);
  1930. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1931. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
  1932. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1933. jf_us = jf_us == 0 ? 1 : 0;
  1934. }
  1935. }
  1936. }
  1937. RENDER_TIMESTAMP("SDFGI Occlusion");
  1938. // occlusion
  1939. {
  1940. uint32_t probe_size = cascade_size / SDFGI::PROBE_DIVISOR;
  1941. Vector3i probe_global_pos = cascades[cascade].position / probe_size;
  1942. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_OCCLUSION]);
  1943. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, occlusion_uniform_set, 0);
  1944. for (int i = 0; i < 8; i++) {
  1945. //dispatch all at once for performance
  1946. Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1);
  1947. if ((probe_global_pos.x & 1) != 0) {
  1948. offset.x = (offset.x + 1) & 1;
  1949. }
  1950. if ((probe_global_pos.y & 1) != 0) {
  1951. offset.y = (offset.y + 1) & 1;
  1952. }
  1953. if ((probe_global_pos.z & 1) != 0) {
  1954. offset.z = (offset.z + 1) & 1;
  1955. }
  1956. push_constant.probe_offset[0] = offset.x;
  1957. push_constant.probe_offset[1] = offset.y;
  1958. push_constant.probe_offset[2] = offset.z;
  1959. push_constant.occlusion_index = i;
  1960. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1961. Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute
  1962. RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z);
  1963. }
  1964. RD::get_singleton()->compute_list_add_barrier(compute_list);
  1965. }
  1966. RENDER_TIMESTAMP("SDFGI Store");
  1967. // store
  1968. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_STORE]);
  1969. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].sdf_store_uniform_set, 0);
  1970. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
  1971. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
  1972. RD::get_singleton()->compute_list_end();
  1973. //clear these textures, as they will have previous garbage on next draw
  1974. RD::get_singleton()->texture_clear(cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1975. RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1976. RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1977. #if 0
  1978. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(cascades[cascade].sdf, 0);
  1979. Ref<Image> img;
  1980. img.instantiate();
  1981. for (uint32_t i = 0; i < cascade_size; i++) {
  1982. Vector<uint8_t> subarr = data.slice(128 * 128 * i, 128 * 128 * (i + 1));
  1983. img->set_data(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr);
  1984. img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
  1985. }
  1986. //finalize render and update sdf
  1987. #endif
  1988. #if 0
  1989. Vector<uint8_t> data = RD::get_singleton()->texture_get_data(render_albedo, 0);
  1990. Ref<Image> img;
  1991. img.instantiate();
  1992. for (uint32_t i = 0; i < cascade_size; i++) {
  1993. Vector<uint8_t> subarr = data.slice(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2);
  1994. img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr);
  1995. img->convert(Image::FORMAT_RGBA8);
  1996. img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
  1997. }
  1998. //finalize render and update sdf
  1999. #endif
  2000. RENDER_TIMESTAMP("< SDFGI Update SDF");
  2001. RD::get_singleton()->draw_command_end_label();
  2002. }
  2003. }
  2004. void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result) {
  2005. ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but...
  2006. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2007. RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights");
  2008. update_cascades();
  2009. SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
  2010. uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
  2011. for (uint32_t i = 0; i < p_cascade_count; i++) {
  2012. ERR_CONTINUE(p_cascade_indices[i] >= cascades.size());
  2013. SDFGI::Cascade &cc = cascades[p_cascade_indices[i]];
  2014. { //fill light buffer
  2015. AABB cascade_aabb;
  2016. cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cc.position)) * cc.cell_size;
  2017. cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cc.cell_size;
  2018. int idx = 0;
  2019. for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) {
  2020. if (idx == SDFGI::MAX_STATIC_LIGHTS) {
  2021. break;
  2022. }
  2023. RID light_instance = p_positional_light_cull_result[i][j];
  2024. ERR_CONTINUE(!light_storage->owns_light_instance(light_instance));
  2025. RID light = light_storage->light_instance_get_base_light(light_instance);
  2026. AABB light_aabb = light_storage->light_instance_get_base_aabb(light_instance);
  2027. Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance);
  2028. uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(light);
  2029. if (p_cascade_indices[i] > max_sdfgi_cascade) {
  2030. continue;
  2031. }
  2032. if (!cascade_aabb.intersects(light_aabb)) {
  2033. continue;
  2034. }
  2035. lights[idx].type = RSG::light_storage->light_get_type(light);
  2036. Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z);
  2037. if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
  2038. dir.y *= y_mult; //only makes sense for directional
  2039. dir.normalize();
  2040. }
  2041. lights[idx].direction[0] = dir.x;
  2042. lights[idx].direction[1] = dir.y;
  2043. lights[idx].direction[2] = dir.z;
  2044. Vector3 pos = light_transform.origin;
  2045. pos.y *= y_mult;
  2046. lights[idx].position[0] = pos.x;
  2047. lights[idx].position[1] = pos.y;
  2048. lights[idx].position[2] = pos.z;
  2049. Color color = RSG::light_storage->light_get_color(light);
  2050. color = color.srgb_to_linear();
  2051. lights[idx].color[0] = color.r;
  2052. lights[idx].color[1] = color.g;
  2053. lights[idx].color[2] = color.b;
  2054. lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2055. if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
  2056. lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY);
  2057. // Convert from Luminous Power to Luminous Intensity
  2058. if (lights[idx].type == RS::LIGHT_OMNI) {
  2059. lights[idx].energy *= 1.0 / (Math_PI * 4.0);
  2060. } else if (lights[idx].type == RS::LIGHT_SPOT) {
  2061. // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
  2062. // We make this assumption to keep them easy to control.
  2063. lights[idx].energy *= 1.0 / Math_PI;
  2064. }
  2065. }
  2066. if (p_render_data->camera_attributes.is_valid()) {
  2067. lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  2068. }
  2069. lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light);
  2070. lights[idx].attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
  2071. lights[idx].radius = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE);
  2072. lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
  2073. lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2074. idx++;
  2075. }
  2076. if (idx > 0) {
  2077. RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights);
  2078. }
  2079. light_count[i] = idx;
  2080. }
  2081. }
  2082. /* Static Lights */
  2083. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  2084. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_STATIC]);
  2085. SDFGIShader::DirectLightPushConstant dl_push_constant;
  2086. dl_push_constant.grid_size[0] = cascade_size;
  2087. dl_push_constant.grid_size[1] = cascade_size;
  2088. dl_push_constant.grid_size[2] = cascade_size;
  2089. dl_push_constant.max_cascades = cascades.size();
  2090. dl_push_constant.probe_axis_size = probe_axis_count;
  2091. dl_push_constant.bounce_feedback = 0.0; // this is static light, do not multibounce yet
  2092. dl_push_constant.y_mult = y_mult;
  2093. dl_push_constant.use_occlusion = uses_occlusion;
  2094. //all must be processed
  2095. dl_push_constant.process_offset = 0;
  2096. dl_push_constant.process_increment = 1;
  2097. for (uint32_t i = 0; i < p_cascade_count; i++) {
  2098. ERR_CONTINUE(p_cascade_indices[i] >= cascades.size());
  2099. SDFGI::Cascade &cc = cascades[p_cascade_indices[i]];
  2100. dl_push_constant.light_count = light_count[i];
  2101. dl_push_constant.cascade = p_cascade_indices[i];
  2102. if (dl_push_constant.light_count > 0) {
  2103. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_static_uniform_set, 0);
  2104. RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
  2105. RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
  2106. }
  2107. }
  2108. RD::get_singleton()->compute_list_end();
  2109. RD::get_singleton()->draw_command_end_label();
  2110. }
  2111. ////////////////////////////////////////////////////////////////////////////////
  2112. // VoxelGIInstance
  2113. void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
  2114. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2115. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2116. uint32_t data_version = gi->voxel_gi_get_data_version(probe);
  2117. // (RE)CREATE IF NEEDED
  2118. if (last_probe_data_version != data_version) {
  2119. //need to re-create everything
  2120. free_resources();
  2121. Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
  2122. if (octree_size != Vector3i()) {
  2123. //can create a 3D texture
  2124. Vector<int> levels = gi->voxel_gi_get_level_counts(probe);
  2125. RD::TextureFormat tf;
  2126. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  2127. tf.width = octree_size.x;
  2128. tf.height = octree_size.y;
  2129. tf.depth = octree_size.z;
  2130. tf.texture_type = RD::TEXTURE_TYPE_3D;
  2131. tf.mipmaps = levels.size();
  2132. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2133. texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2134. RD::get_singleton()->set_resource_name(texture, "VoxelGI Instance Texture");
  2135. RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1);
  2136. {
  2137. int total_elements = 0;
  2138. for (int i = 0; i < levels.size(); i++) {
  2139. total_elements += levels[i];
  2140. }
  2141. write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16);
  2142. }
  2143. for (int i = 0; i < levels.size(); i++) {
  2144. VoxelGIInstance::Mipmap mipmap;
  2145. mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, 1, RD::TEXTURE_SLICE_3D);
  2146. mipmap.level = levels.size() - i - 1;
  2147. mipmap.cell_offset = 0;
  2148. for (uint32_t j = 0; j < mipmap.level; j++) {
  2149. mipmap.cell_offset += levels[j];
  2150. }
  2151. mipmap.cell_count = levels[mipmap.level];
  2152. Vector<RD::Uniform> uniforms;
  2153. {
  2154. RD::Uniform u;
  2155. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2156. u.binding = 1;
  2157. u.append_id(gi->voxel_gi_get_octree_buffer(probe));
  2158. uniforms.push_back(u);
  2159. }
  2160. {
  2161. RD::Uniform u;
  2162. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2163. u.binding = 2;
  2164. u.append_id(gi->voxel_gi_get_data_buffer(probe));
  2165. uniforms.push_back(u);
  2166. }
  2167. {
  2168. RD::Uniform u;
  2169. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2170. u.binding = 4;
  2171. u.append_id(write_buffer);
  2172. uniforms.push_back(u);
  2173. }
  2174. {
  2175. RD::Uniform u;
  2176. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2177. u.binding = 9;
  2178. u.append_id(gi->voxel_gi_get_sdf_texture(probe));
  2179. uniforms.push_back(u);
  2180. }
  2181. {
  2182. RD::Uniform u;
  2183. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2184. u.binding = 10;
  2185. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2186. uniforms.push_back(u);
  2187. }
  2188. {
  2189. Vector<RD::Uniform> copy_uniforms = uniforms;
  2190. if (i == 0) {
  2191. {
  2192. RD::Uniform u;
  2193. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2194. u.binding = 3;
  2195. u.append_id(gi->voxel_gi_lights_uniform);
  2196. copy_uniforms.push_back(u);
  2197. }
  2198. mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT], 0);
  2199. copy_uniforms = uniforms; //restore
  2200. {
  2201. RD::Uniform u;
  2202. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2203. u.binding = 5;
  2204. u.append_id(texture);
  2205. copy_uniforms.push_back(u);
  2206. }
  2207. mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
  2208. } else {
  2209. mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP], 0);
  2210. }
  2211. }
  2212. {
  2213. RD::Uniform u;
  2214. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2215. u.binding = 5;
  2216. u.append_id(mipmap.texture);
  2217. uniforms.push_back(u);
  2218. }
  2219. mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE], 0);
  2220. mipmaps.push_back(mipmap);
  2221. }
  2222. {
  2223. uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
  2224. uint32_t oversample = nearest_power_of_2_templated(4);
  2225. int mipmap_index = 0;
  2226. while (mipmap_index < mipmaps.size()) {
  2227. VoxelGIInstance::DynamicMap dmap;
  2228. if (oversample > 0) {
  2229. dmap.size = dynamic_map_size * (1 << oversample);
  2230. dmap.mipmap = -1;
  2231. oversample--;
  2232. } else {
  2233. dmap.size = dynamic_map_size >> mipmap_index;
  2234. dmap.mipmap = mipmap_index;
  2235. mipmap_index++;
  2236. }
  2237. RD::TextureFormat dtf;
  2238. dtf.width = dmap.size;
  2239. dtf.height = dmap.size;
  2240. dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2241. dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  2242. if (dynamic_maps.size() == 0) {
  2243. dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2244. }
  2245. dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  2246. RD::get_singleton()->set_resource_name(dmap.texture, "VoxelGI Instance DMap Texture");
  2247. if (dynamic_maps.size() == 0) {
  2248. // Render depth for first one.
  2249. // Use 16-bit depth when supported to improve performance.
  2250. dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  2251. dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2252. dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  2253. RD::get_singleton()->set_resource_name(dmap.fb_depth, "VoxelGI Instance DMap FB Depth");
  2254. }
  2255. //just use depth as-is
  2256. dtf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2257. dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2258. dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  2259. RD::get_singleton()->set_resource_name(dmap.depth, "VoxelGI Instance DMap Depth");
  2260. if (dynamic_maps.size() == 0) {
  2261. dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  2262. dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2263. dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  2264. RD::get_singleton()->set_resource_name(dmap.albedo, "VoxelGI Instance DMap Albedo");
  2265. dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  2266. RD::get_singleton()->set_resource_name(dmap.normal, "VoxelGI Instance DMap Normal");
  2267. dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
  2268. RD::get_singleton()->set_resource_name(dmap.orm, "VoxelGI Instance DMap ORM");
  2269. Vector<RID> fb;
  2270. fb.push_back(dmap.albedo);
  2271. fb.push_back(dmap.normal);
  2272. fb.push_back(dmap.orm);
  2273. fb.push_back(dmap.texture); //emission
  2274. fb.push_back(dmap.depth);
  2275. fb.push_back(dmap.fb_depth);
  2276. dmap.fb = RD::get_singleton()->framebuffer_create(fb);
  2277. {
  2278. Vector<RD::Uniform> uniforms;
  2279. {
  2280. RD::Uniform u;
  2281. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2282. u.binding = 3;
  2283. u.append_id(gi->voxel_gi_lights_uniform);
  2284. uniforms.push_back(u);
  2285. }
  2286. {
  2287. RD::Uniform u;
  2288. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2289. u.binding = 5;
  2290. u.append_id(dmap.albedo);
  2291. uniforms.push_back(u);
  2292. }
  2293. {
  2294. RD::Uniform u;
  2295. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2296. u.binding = 6;
  2297. u.append_id(dmap.normal);
  2298. uniforms.push_back(u);
  2299. }
  2300. {
  2301. RD::Uniform u;
  2302. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2303. u.binding = 7;
  2304. u.append_id(dmap.orm);
  2305. uniforms.push_back(u);
  2306. }
  2307. {
  2308. RD::Uniform u;
  2309. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2310. u.binding = 8;
  2311. u.append_id(dmap.fb_depth);
  2312. uniforms.push_back(u);
  2313. }
  2314. {
  2315. RD::Uniform u;
  2316. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2317. u.binding = 9;
  2318. u.append_id(gi->voxel_gi_get_sdf_texture(probe));
  2319. uniforms.push_back(u);
  2320. }
  2321. {
  2322. RD::Uniform u;
  2323. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2324. u.binding = 10;
  2325. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2326. uniforms.push_back(u);
  2327. }
  2328. {
  2329. RD::Uniform u;
  2330. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2331. u.binding = 11;
  2332. u.append_id(dmap.texture);
  2333. uniforms.push_back(u);
  2334. }
  2335. {
  2336. RD::Uniform u;
  2337. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2338. u.binding = 12;
  2339. u.append_id(dmap.depth);
  2340. uniforms.push_back(u);
  2341. }
  2342. dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
  2343. }
  2344. } else {
  2345. bool plot = dmap.mipmap >= 0;
  2346. bool write = dmap.mipmap < (mipmaps.size() - 1);
  2347. Vector<RD::Uniform> uniforms;
  2348. {
  2349. RD::Uniform u;
  2350. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2351. u.binding = 5;
  2352. u.append_id(dynamic_maps[dynamic_maps.size() - 1].texture);
  2353. uniforms.push_back(u);
  2354. }
  2355. {
  2356. RD::Uniform u;
  2357. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2358. u.binding = 6;
  2359. u.append_id(dynamic_maps[dynamic_maps.size() - 1].depth);
  2360. uniforms.push_back(u);
  2361. }
  2362. if (write) {
  2363. {
  2364. RD::Uniform u;
  2365. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2366. u.binding = 7;
  2367. u.append_id(dmap.texture);
  2368. uniforms.push_back(u);
  2369. }
  2370. {
  2371. RD::Uniform u;
  2372. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2373. u.binding = 8;
  2374. u.append_id(dmap.depth);
  2375. uniforms.push_back(u);
  2376. }
  2377. }
  2378. {
  2379. RD::Uniform u;
  2380. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2381. u.binding = 9;
  2382. u.append_id(gi->voxel_gi_get_sdf_texture(probe));
  2383. uniforms.push_back(u);
  2384. }
  2385. {
  2386. RD::Uniform u;
  2387. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2388. u.binding = 10;
  2389. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2390. uniforms.push_back(u);
  2391. }
  2392. if (plot) {
  2393. {
  2394. RD::Uniform u;
  2395. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2396. u.binding = 11;
  2397. u.append_id(mipmaps[dmap.mipmap].texture);
  2398. uniforms.push_back(u);
  2399. }
  2400. }
  2401. dmap.uniform_set = RD::get_singleton()->uniform_set_create(
  2402. uniforms,
  2403. gi->voxel_gi_lighting_shader_version_shaders[(write && plot) ? VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : (write ? VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT)],
  2404. 0);
  2405. }
  2406. dynamic_maps.push_back(dmap);
  2407. }
  2408. }
  2409. }
  2410. last_probe_data_version = data_version;
  2411. p_update_light_instances = true; //just in case
  2412. RendererSceneRenderRD::get_singleton()->base_uniforms_changed();
  2413. }
  2414. // UDPDATE TIME
  2415. if (has_dynamic_object_data) {
  2416. //if it has dynamic object data, it needs to be cleared
  2417. RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, mipmaps.size(), 0, 1);
  2418. }
  2419. uint32_t light_count = 0;
  2420. if (p_update_light_instances || p_dynamic_objects.size() > 0) {
  2421. light_count = MIN(gi->voxel_gi_max_lights, (uint32_t)p_light_instances.size());
  2422. {
  2423. Transform3D to_cell = gi->voxel_gi_get_to_cell_xform(probe);
  2424. Transform3D to_probe_xform = to_cell * transform.affine_inverse();
  2425. //update lights
  2426. for (uint32_t i = 0; i < light_count; i++) {
  2427. VoxelGILight &l = gi->voxel_gi_lights[i];
  2428. RID light_instance = p_light_instances[i];
  2429. RID light = light_storage->light_instance_get_base_light(light_instance);
  2430. l.type = RSG::light_storage->light_get_type(light);
  2431. if (l.type == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
  2432. light_count--;
  2433. continue;
  2434. }
  2435. l.attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
  2436. l.energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2437. if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
  2438. l.energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY);
  2439. l.energy *= gi->voxel_gi_get_baked_exposure_normalization(probe);
  2440. // Convert from Luminous Power to Luminous Intensity
  2441. if (l.type == RS::LIGHT_OMNI) {
  2442. l.energy *= 1.0 / (Math_PI * 4.0);
  2443. } else if (l.type == RS::LIGHT_SPOT) {
  2444. // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
  2445. // We make this assumption to keep them easy to control.
  2446. l.energy *= 1.0 / Math_PI;
  2447. }
  2448. }
  2449. l.radius = to_cell.basis.xform(Vector3(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
  2450. Color color = RSG::light_storage->light_get_color(light).srgb_to_linear();
  2451. l.color[0] = color.r;
  2452. l.color[1] = color.g;
  2453. l.color[2] = color.b;
  2454. l.cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
  2455. l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2456. Transform3D xform = light_storage->light_instance_get_base_transform(light_instance);
  2457. Vector3 pos = to_probe_xform.xform(xform.origin);
  2458. Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_column(2)).normalized();
  2459. l.position[0] = pos.x;
  2460. l.position[1] = pos.y;
  2461. l.position[2] = pos.z;
  2462. l.direction[0] = dir.x;
  2463. l.direction[1] = dir.y;
  2464. l.direction[2] = dir.z;
  2465. l.has_shadow = RSG::light_storage->light_has_shadow(light);
  2466. }
  2467. RD::get_singleton()->buffer_update(gi->voxel_gi_lights_uniform, 0, sizeof(VoxelGILight) * light_count, gi->voxel_gi_lights);
  2468. }
  2469. }
  2470. if (has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
  2471. // PROCESS MIPMAPS
  2472. if (mipmaps.size()) {
  2473. //can update mipmaps
  2474. Vector3i probe_size = gi->voxel_gi_get_octree_size(probe);
  2475. VoxelGIPushConstant push_constant;
  2476. push_constant.limits[0] = probe_size.x;
  2477. push_constant.limits[1] = probe_size.y;
  2478. push_constant.limits[2] = probe_size.z;
  2479. push_constant.stack_size = mipmaps.size();
  2480. push_constant.emission_scale = 1.0;
  2481. push_constant.propagation = gi->voxel_gi_get_propagation(probe);
  2482. push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe);
  2483. push_constant.light_count = light_count;
  2484. push_constant.aniso_strength = 0;
  2485. /* print_line("probe update to version " + itos(last_probe_version));
  2486. print_line("propagation " + rtos(push_constant.propagation));
  2487. print_line("dynrange " + rtos(push_constant.dynamic_range));
  2488. */
  2489. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  2490. int passes;
  2491. if (p_update_light_instances) {
  2492. passes = gi->voxel_gi_is_using_two_bounces(probe) ? 2 : 1;
  2493. } else {
  2494. passes = 1; //only re-blitting is necessary
  2495. }
  2496. int wg_size = 64;
  2497. int64_t wg_limit_x = (int64_t)RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
  2498. for (int pass = 0; pass < passes; pass++) {
  2499. if (p_update_light_instances) {
  2500. for (int i = 0; i < mipmaps.size(); i++) {
  2501. if (i == 0) {
  2502. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[pass == 0 ? VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT : VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
  2503. } else if (i == 1) {
  2504. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP]);
  2505. }
  2506. if (pass == 1 || i > 0) {
  2507. RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
  2508. }
  2509. if (pass == 0 || i > 0) {
  2510. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].uniform_set, 0);
  2511. } else {
  2512. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].second_bounce_uniform_set, 0);
  2513. }
  2514. push_constant.cell_offset = mipmaps[i].cell_offset;
  2515. push_constant.cell_count = mipmaps[i].cell_count;
  2516. int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
  2517. while (wg_todo) {
  2518. int64_t wg_count = MIN(wg_todo, wg_limit_x);
  2519. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant));
  2520. RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
  2521. wg_todo -= wg_count;
  2522. push_constant.cell_offset += wg_count * wg_size;
  2523. }
  2524. }
  2525. RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
  2526. }
  2527. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE]);
  2528. for (int i = 0; i < mipmaps.size(); i++) {
  2529. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].write_uniform_set, 0);
  2530. push_constant.cell_offset = mipmaps[i].cell_offset;
  2531. push_constant.cell_count = mipmaps[i].cell_count;
  2532. int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
  2533. while (wg_todo) {
  2534. int64_t wg_count = MIN(wg_todo, wg_limit_x);
  2535. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant));
  2536. RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
  2537. wg_todo -= wg_count;
  2538. push_constant.cell_offset += wg_count * wg_size;
  2539. }
  2540. }
  2541. }
  2542. RD::get_singleton()->compute_list_end();
  2543. }
  2544. }
  2545. has_dynamic_object_data = false; //clear until dynamic object data is used again
  2546. if (p_dynamic_objects.size() && dynamic_maps.size()) {
  2547. Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
  2548. int multiplier = dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
  2549. Transform3D oversample_scale;
  2550. oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
  2551. Transform3D to_cell = oversample_scale * gi->voxel_gi_get_to_cell_xform(probe);
  2552. Transform3D to_world_xform = transform * to_cell.affine_inverse();
  2553. Transform3D to_probe_xform = to_world_xform.affine_inverse();
  2554. AABB probe_aabb(Vector3(), octree_size);
  2555. //this could probably be better parallelized in compute..
  2556. for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
  2557. RenderGeometryInstance *instance = p_dynamic_objects[i];
  2558. //transform aabb to voxel_gi
  2559. AABB aabb = (to_probe_xform * instance->get_transform()).xform(instance->get_aabb());
  2560. //this needs to wrap to grid resolution to avoid jitter
  2561. //also extend margin a bit just in case
  2562. Vector3i begin = aabb.position - Vector3i(1, 1, 1);
  2563. Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1);
  2564. for (int j = 0; j < 3; j++) {
  2565. if ((end[j] - begin[j]) & 1) {
  2566. end[j]++; //for half extents split, it needs to be even
  2567. }
  2568. begin[j] = MAX(begin[j], 0);
  2569. end[j] = MIN(end[j], octree_size[j] * multiplier);
  2570. }
  2571. //aabb = aabb.intersection(probe_aabb); //intersect
  2572. aabb.position = begin;
  2573. aabb.size = end - begin;
  2574. //print_line("aabb: " + aabb);
  2575. for (int j = 0; j < 6; j++) {
  2576. //if (j != 0 && j != 3) {
  2577. // continue;
  2578. //}
  2579. static const Vector3 render_z[6] = {
  2580. Vector3(1, 0, 0),
  2581. Vector3(0, 1, 0),
  2582. Vector3(0, 0, 1),
  2583. Vector3(-1, 0, 0),
  2584. Vector3(0, -1, 0),
  2585. Vector3(0, 0, -1),
  2586. };
  2587. static const Vector3 render_up[6] = {
  2588. Vector3(0, 1, 0),
  2589. Vector3(0, 0, 1),
  2590. Vector3(0, 1, 0),
  2591. Vector3(0, 1, 0),
  2592. Vector3(0, 0, 1),
  2593. Vector3(0, 1, 0),
  2594. };
  2595. Vector3 render_dir = render_z[j];
  2596. Vector3 up_dir = render_up[j];
  2597. Vector3 center = aabb.get_center();
  2598. Transform3D xform;
  2599. xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
  2600. Vector3 x_dir = xform.basis.get_column(0).abs();
  2601. int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
  2602. Vector3 y_dir = xform.basis.get_column(1).abs();
  2603. int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
  2604. Vector3 z_dir = -xform.basis.get_column(2);
  2605. int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
  2606. Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
  2607. bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(0)) < 0);
  2608. bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(1)) < 0);
  2609. bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(2)) > 0);
  2610. Projection cm;
  2611. 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]);
  2612. if (RendererSceneRenderRD::get_singleton()->cull_argument.size() == 0) {
  2613. RendererSceneRenderRD::get_singleton()->cull_argument.push_back(nullptr);
  2614. }
  2615. RendererSceneRenderRD::get_singleton()->cull_argument[0] = instance;
  2616. float exposure_normalization = 1.0;
  2617. if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
  2618. exposure_normalization = gi->voxel_gi_get_baked_exposure_normalization(probe);
  2619. }
  2620. RendererSceneRenderRD::get_singleton()->_render_material(to_world_xform * xform, cm, true, RendererSceneRenderRD::get_singleton()->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size), exposure_normalization);
  2621. VoxelGIDynamicPushConstant push_constant;
  2622. memset(&push_constant, 0, sizeof(VoxelGIDynamicPushConstant));
  2623. push_constant.limits[0] = octree_size.x;
  2624. push_constant.limits[1] = octree_size.y;
  2625. push_constant.limits[2] = octree_size.z;
  2626. push_constant.light_count = p_light_instances.size();
  2627. push_constant.x_dir[0] = x_dir[0];
  2628. push_constant.x_dir[1] = x_dir[1];
  2629. push_constant.x_dir[2] = x_dir[2];
  2630. push_constant.y_dir[0] = y_dir[0];
  2631. push_constant.y_dir[1] = y_dir[1];
  2632. push_constant.y_dir[2] = y_dir[2];
  2633. push_constant.z_dir[0] = z_dir[0];
  2634. push_constant.z_dir[1] = z_dir[1];
  2635. push_constant.z_dir[2] = z_dir[2];
  2636. push_constant.z_base = xform.origin[z_axis];
  2637. push_constant.z_sign = (z_flip ? -1.0 : 1.0);
  2638. push_constant.pos_multiplier = float(1.0) / multiplier;
  2639. push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe);
  2640. push_constant.flip_x = x_flip;
  2641. push_constant.flip_y = y_flip;
  2642. push_constant.rect_pos[0] = rect.position[0];
  2643. push_constant.rect_pos[1] = rect.position[1];
  2644. push_constant.rect_size[0] = rect.size[0];
  2645. push_constant.rect_size[1] = rect.size[1];
  2646. push_constant.prev_rect_ofs[0] = 0;
  2647. push_constant.prev_rect_ofs[1] = 0;
  2648. push_constant.prev_rect_size[0] = 0;
  2649. push_constant.prev_rect_size[1] = 0;
  2650. push_constant.on_mipmap = false;
  2651. push_constant.propagation = gi->voxel_gi_get_propagation(probe);
  2652. push_constant.pad[0] = 0;
  2653. push_constant.pad[1] = 0;
  2654. push_constant.pad[2] = 0;
  2655. //process lighting
  2656. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  2657. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
  2658. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[0].uniform_set, 0);
  2659. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIDynamicPushConstant));
  2660. RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
  2661. //print_line("rect: " + itos(i) + ": " + rect);
  2662. for (int k = 1; k < dynamic_maps.size(); k++) {
  2663. // enlarge the rect if needed so all pixels fit when downscaled,
  2664. // this ensures downsampling is smooth and optimal because no pixels are left behind
  2665. //x
  2666. if (rect.position.x & 1) {
  2667. rect.size.x++;
  2668. push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal
  2669. } else {
  2670. push_constant.prev_rect_ofs[0] = 0;
  2671. }
  2672. if (rect.size.x & 1) {
  2673. rect.size.x++;
  2674. }
  2675. rect.position.x >>= 1;
  2676. rect.size.x = MAX(1, rect.size.x >> 1);
  2677. //y
  2678. if (rect.position.y & 1) {
  2679. rect.size.y++;
  2680. push_constant.prev_rect_ofs[1] = 1;
  2681. } else {
  2682. push_constant.prev_rect_ofs[1] = 0;
  2683. }
  2684. if (rect.size.y & 1) {
  2685. rect.size.y++;
  2686. }
  2687. rect.position.y >>= 1;
  2688. rect.size.y = MAX(1, rect.size.y >> 1);
  2689. //shrink limits to ensure plot does not go outside map
  2690. if (dynamic_maps[k].mipmap > 0) {
  2691. for (int l = 0; l < 3; l++) {
  2692. push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
  2693. }
  2694. }
  2695. //print_line("rect: " + itos(i) + ": " + rect);
  2696. push_constant.rect_pos[0] = rect.position[0];
  2697. push_constant.rect_pos[1] = rect.position[1];
  2698. push_constant.prev_rect_size[0] = push_constant.rect_size[0];
  2699. push_constant.prev_rect_size[1] = push_constant.rect_size[1];
  2700. push_constant.rect_size[0] = rect.size[0];
  2701. push_constant.rect_size[1] = rect.size[1];
  2702. push_constant.on_mipmap = dynamic_maps[k].mipmap > 0;
  2703. RD::get_singleton()->compute_list_add_barrier(compute_list);
  2704. if (dynamic_maps[k].mipmap < 0) {
  2705. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
  2706. } else if (k < dynamic_maps.size() - 1) {
  2707. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
  2708. } else {
  2709. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
  2710. }
  2711. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[k].uniform_set, 0);
  2712. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIDynamicPushConstant));
  2713. RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
  2714. }
  2715. RD::get_singleton()->compute_list_end();
  2716. }
  2717. }
  2718. has_dynamic_object_data = true; //clear until dynamic object data is used again
  2719. }
  2720. last_probe_version = gi->voxel_gi_get_version(probe);
  2721. }
  2722. void GI::VoxelGIInstance::free_resources() {
  2723. if (texture.is_valid()) {
  2724. RD::get_singleton()->free(texture);
  2725. RD::get_singleton()->free(write_buffer);
  2726. texture = RID();
  2727. write_buffer = RID();
  2728. mipmaps.clear();
  2729. }
  2730. for (int i = 0; i < dynamic_maps.size(); i++) {
  2731. RD::get_singleton()->free(dynamic_maps[i].texture);
  2732. RD::get_singleton()->free(dynamic_maps[i].depth);
  2733. // these only exist on the first level...
  2734. if (dynamic_maps[i].fb_depth.is_valid()) {
  2735. RD::get_singleton()->free(dynamic_maps[i].fb_depth);
  2736. }
  2737. if (dynamic_maps[i].albedo.is_valid()) {
  2738. RD::get_singleton()->free(dynamic_maps[i].albedo);
  2739. }
  2740. if (dynamic_maps[i].normal.is_valid()) {
  2741. RD::get_singleton()->free(dynamic_maps[i].normal);
  2742. }
  2743. if (dynamic_maps[i].orm.is_valid()) {
  2744. RD::get_singleton()->free(dynamic_maps[i].orm);
  2745. }
  2746. }
  2747. dynamic_maps.clear();
  2748. }
  2749. void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
  2750. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2751. if (mipmaps.size() == 0) {
  2752. return;
  2753. }
  2754. Projection cam_transform = (p_camera_with_transform * Projection(transform)) * Projection(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse());
  2755. int level = 0;
  2756. Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
  2757. VoxelGIDebugPushConstant push_constant;
  2758. push_constant.alpha = p_alpha;
  2759. push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe);
  2760. push_constant.cell_offset = mipmaps[level].cell_offset;
  2761. push_constant.level = level;
  2762. push_constant.bounds[0] = octree_size.x >> level;
  2763. push_constant.bounds[1] = octree_size.y >> level;
  2764. push_constant.bounds[2] = octree_size.z >> level;
  2765. push_constant.pad = 0;
  2766. for (int i = 0; i < 4; i++) {
  2767. for (int j = 0; j < 4; j++) {
  2768. push_constant.projection[i * 4 + j] = cam_transform.columns[i][j];
  2769. }
  2770. }
  2771. if (gi->voxel_gi_debug_uniform_set.is_valid()) {
  2772. RD::get_singleton()->free(gi->voxel_gi_debug_uniform_set);
  2773. }
  2774. Vector<RD::Uniform> uniforms;
  2775. {
  2776. RD::Uniform u;
  2777. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2778. u.binding = 1;
  2779. u.append_id(gi->voxel_gi_get_data_buffer(probe));
  2780. uniforms.push_back(u);
  2781. }
  2782. {
  2783. RD::Uniform u;
  2784. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2785. u.binding = 2;
  2786. u.append_id(texture);
  2787. uniforms.push_back(u);
  2788. }
  2789. {
  2790. RD::Uniform u;
  2791. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2792. u.binding = 3;
  2793. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2794. uniforms.push_back(u);
  2795. }
  2796. int cell_count;
  2797. if (!p_emission && p_lighting && has_dynamic_object_data) {
  2798. cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2];
  2799. } else {
  2800. cell_count = mipmaps[level].cell_count;
  2801. }
  2802. gi->voxel_gi_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_debug_shader_version_shaders[0], 0);
  2803. int voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_COLOR;
  2804. if (p_emission) {
  2805. voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_EMISSION;
  2806. } else if (p_lighting) {
  2807. voxel_gi_debug_pipeline = has_dynamic_object_data ? VOXEL_GI_DEBUG_LIGHT_FULL : VOXEL_GI_DEBUG_LIGHT;
  2808. }
  2809. RD::get_singleton()->draw_list_bind_render_pipeline(
  2810. p_draw_list,
  2811. gi->voxel_gi_debug_shader_version_pipelines[voxel_gi_debug_pipeline].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
  2812. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, gi->voxel_gi_debug_uniform_set, 0);
  2813. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(VoxelGIDebugPushConstant));
  2814. RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36);
  2815. }
  2816. ////////////////////////////////////////////////////////////////////////////////
  2817. // GI
  2818. GI::GI() {
  2819. singleton = this;
  2820. sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1)));
  2821. sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1)));
  2822. sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1)));
  2823. }
  2824. GI::~GI() {
  2825. singleton = nullptr;
  2826. }
  2827. void GI::init(SkyRD *p_sky) {
  2828. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2829. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2830. /* GI */
  2831. {
  2832. //kinda complicated to compute the amount of slots, we try to use as many as we can
  2833. voxel_gi_lights = memnew_arr(VoxelGILight, voxel_gi_max_lights);
  2834. voxel_gi_lights_uniform = RD::get_singleton()->uniform_buffer_create(voxel_gi_max_lights * sizeof(VoxelGILight));
  2835. voxel_gi_quality = RS::VoxelGIQuality(CLAMP(int(GLOBAL_GET("rendering/global_illumination/voxel_gi/quality")), 0, 1));
  2836. String defines = "\n#define MAX_LIGHTS " + itos(voxel_gi_max_lights) + "\n";
  2837. Vector<String> versions;
  2838. versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
  2839. versions.push_back("\n#define MODE_SECOND_BOUNCE\n");
  2840. versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n");
  2841. versions.push_back("\n#define MODE_WRITE_TEXTURE\n");
  2842. versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n");
  2843. versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
  2844. versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n");
  2845. 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");
  2846. voxel_gi_shader.initialize(versions, defines);
  2847. voxel_gi_lighting_shader_version = voxel_gi_shader.version_create();
  2848. for (int i = 0; i < VOXEL_GI_SHADER_VERSION_MAX; i++) {
  2849. voxel_gi_lighting_shader_version_shaders[i] = voxel_gi_shader.version_get_shader(voxel_gi_lighting_shader_version, i);
  2850. voxel_gi_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(voxel_gi_lighting_shader_version_shaders[i]);
  2851. }
  2852. }
  2853. {
  2854. String defines;
  2855. Vector<String> versions;
  2856. versions.push_back("\n#define MODE_DEBUG_COLOR\n");
  2857. versions.push_back("\n#define MODE_DEBUG_LIGHT\n");
  2858. versions.push_back("\n#define MODE_DEBUG_EMISSION\n");
  2859. versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n");
  2860. voxel_gi_debug_shader.initialize(versions, defines);
  2861. voxel_gi_debug_shader_version = voxel_gi_debug_shader.version_create();
  2862. for (int i = 0; i < VOXEL_GI_DEBUG_MAX; i++) {
  2863. voxel_gi_debug_shader_version_shaders[i] = voxel_gi_debug_shader.version_get_shader(voxel_gi_debug_shader_version, i);
  2864. RD::PipelineRasterizationState rs;
  2865. rs.cull_mode = RD::POLYGON_CULL_FRONT;
  2866. RD::PipelineDepthStencilState ds;
  2867. ds.enable_depth_test = true;
  2868. ds.enable_depth_write = true;
  2869. ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  2870. voxel_gi_debug_shader_version_pipelines[i].setup(voxel_gi_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
  2871. }
  2872. }
  2873. /* SDGFI */
  2874. {
  2875. Vector<String> preprocess_modes;
  2876. preprocess_modes.push_back("\n#define MODE_SCROLL\n");
  2877. preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n");
  2878. preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n");
  2879. preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n");
  2880. preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n");
  2881. preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n");
  2882. preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n");
  2883. preprocess_modes.push_back("\n#define MODE_OCCLUSION\n");
  2884. preprocess_modes.push_back("\n#define MODE_STORE\n");
  2885. String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n";
  2886. sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
  2887. sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
  2888. for (int i = 0; i < SDFGIShader::PRE_PROCESS_MAX; i++) {
  2889. sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
  2890. }
  2891. }
  2892. {
  2893. //calculate tables
  2894. String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  2895. Vector<String> direct_light_modes;
  2896. direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n");
  2897. direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n");
  2898. sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
  2899. sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
  2900. for (int i = 0; i < SDFGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
  2901. 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));
  2902. }
  2903. }
  2904. {
  2905. //calculate tables
  2906. String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  2907. defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
  2908. if (p_sky->sky_use_cubemap_array) {
  2909. defines += "\n#define USE_CUBEMAP_ARRAY\n";
  2910. }
  2911. Vector<String> integrate_modes;
  2912. integrate_modes.push_back("\n#define MODE_PROCESS\n");
  2913. integrate_modes.push_back("\n#define MODE_STORE\n");
  2914. integrate_modes.push_back("\n#define MODE_SCROLL\n");
  2915. integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n");
  2916. sdfgi_shader.integrate.initialize(integrate_modes, defines);
  2917. sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
  2918. for (int i = 0; i < SDFGIShader::INTEGRATE_MODE_MAX; i++) {
  2919. sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
  2920. }
  2921. {
  2922. Vector<RD::Uniform> uniforms;
  2923. {
  2924. RD::Uniform u;
  2925. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2926. u.binding = 0;
  2927. if (p_sky->sky_use_cubemap_array) {
  2928. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE));
  2929. } else {
  2930. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
  2931. }
  2932. uniforms.push_back(u);
  2933. }
  2934. {
  2935. RD::Uniform u;
  2936. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2937. u.binding = 1;
  2938. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2939. uniforms.push_back(u);
  2940. }
  2941. 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);
  2942. }
  2943. }
  2944. //GK
  2945. {
  2946. //calculate tables
  2947. String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  2948. if (RendererSceneRenderRD::get_singleton()->is_vrs_supported()) {
  2949. defines += "\n#define USE_VRS\n";
  2950. }
  2951. Vector<String> gi_modes;
  2952. gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_VOXEL_GI
  2953. gi_modes.push_back("\n#define USE_SDFGI\n"); // MODE_SDFGI
  2954. gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_COMBINED
  2955. shader.initialize(gi_modes, defines);
  2956. shader_version = shader.version_create();
  2957. Vector<RD::PipelineSpecializationConstant> specialization_constants;
  2958. {
  2959. RD::PipelineSpecializationConstant sc;
  2960. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
  2961. sc.constant_id = 0; // SHADER_SPECIALIZATION_HALF_RES
  2962. sc.bool_value = false;
  2963. specialization_constants.push_back(sc);
  2964. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
  2965. sc.constant_id = 1; // SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX
  2966. sc.bool_value = false;
  2967. specialization_constants.push_back(sc);
  2968. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
  2969. sc.constant_id = 2; // SHADER_SPECIALIZATION_USE_VRS
  2970. sc.bool_value = false;
  2971. specialization_constants.push_back(sc);
  2972. }
  2973. for (int v = 0; v < SHADER_SPECIALIZATION_VARIATIONS; v++) {
  2974. specialization_constants.ptrw()[0].bool_value = (v & SHADER_SPECIALIZATION_HALF_RES) ? true : false;
  2975. specialization_constants.ptrw()[1].bool_value = (v & SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX) ? true : false;
  2976. specialization_constants.ptrw()[2].bool_value = (v & SHADER_SPECIALIZATION_USE_VRS) ? true : false;
  2977. for (int i = 0; i < MODE_MAX; i++) {
  2978. pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i), specialization_constants);
  2979. }
  2980. }
  2981. sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIData));
  2982. }
  2983. {
  2984. String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  2985. Vector<String> debug_modes;
  2986. debug_modes.push_back("");
  2987. sdfgi_shader.debug.initialize(debug_modes, defines);
  2988. sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
  2989. sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
  2990. sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
  2991. }
  2992. {
  2993. String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
  2994. Vector<String> versions;
  2995. versions.push_back("\n#define MODE_PROBES\n");
  2996. versions.push_back("\n#define MODE_PROBES\n#define USE_MULTIVIEW\n");
  2997. versions.push_back("\n#define MODE_VISIBILITY\n");
  2998. versions.push_back("\n#define MODE_VISIBILITY\n#define USE_MULTIVIEW\n");
  2999. sdfgi_shader.debug_probes.initialize(versions, defines);
  3000. // TODO disable multiview versions if turned off
  3001. sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
  3002. {
  3003. RD::PipelineRasterizationState rs;
  3004. rs.cull_mode = RD::POLYGON_CULL_DISABLED;
  3005. RD::PipelineDepthStencilState ds;
  3006. ds.enable_depth_test = true;
  3007. ds.enable_depth_write = true;
  3008. ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  3009. for (int i = 0; i < SDFGIShader::PROBE_DEBUG_MAX; i++) {
  3010. // TODO check if version is enabled
  3011. RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
  3012. 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);
  3013. }
  3014. }
  3015. }
  3016. default_voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(VoxelGIData) * MAX_VOXEL_GI_INSTANCES);
  3017. half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
  3018. }
  3019. void GI::free() {
  3020. RD::get_singleton()->free(default_voxel_gi_buffer);
  3021. RD::get_singleton()->free(voxel_gi_lights_uniform);
  3022. RD::get_singleton()->free(sdfgi_ubo);
  3023. voxel_gi_debug_shader.version_free(voxel_gi_debug_shader_version);
  3024. voxel_gi_shader.version_free(voxel_gi_lighting_shader_version);
  3025. shader.version_free(shader_version);
  3026. sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
  3027. sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
  3028. sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
  3029. sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
  3030. sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
  3031. if (voxel_gi_lights) {
  3032. memdelete_arr(voxel_gi_lights);
  3033. }
  3034. }
  3035. Ref<GI::SDFGI> GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
  3036. Ref<SDFGI> sdfgi;
  3037. sdfgi.instantiate();
  3038. sdfgi->create(p_env, p_world_position, p_requested_history_size, this);
  3039. return sdfgi;
  3040. }
  3041. void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used) {
  3042. ERR_FAIL_COND(p_render_buffers.is_null());
  3043. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3044. ERR_FAIL_NULL(texture_storage);
  3045. r_voxel_gi_instances_used = 0;
  3046. Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI);
  3047. ERR_FAIL_COND(rbgi.is_null());
  3048. RID voxel_gi_buffer = rbgi->get_voxel_gi_buffer();
  3049. VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES];
  3050. bool voxel_gi_instances_changed = false;
  3051. Transform3D to_camera;
  3052. to_camera.origin = p_transform.origin; //only translation, make local
  3053. for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
  3054. RID texture;
  3055. if (i < (int)p_voxel_gi_instances.size()) {
  3056. VoxelGIInstance *gipi = voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  3057. if (gipi) {
  3058. texture = gipi->texture;
  3059. VoxelGIData &gipd = voxel_gi_data[i];
  3060. RID base_probe = gipi->probe;
  3061. Transform3D to_cell = voxel_gi_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
  3062. gipd.xform[0] = to_cell.basis.rows[0][0];
  3063. gipd.xform[1] = to_cell.basis.rows[1][0];
  3064. gipd.xform[2] = to_cell.basis.rows[2][0];
  3065. gipd.xform[3] = 0;
  3066. gipd.xform[4] = to_cell.basis.rows[0][1];
  3067. gipd.xform[5] = to_cell.basis.rows[1][1];
  3068. gipd.xform[6] = to_cell.basis.rows[2][1];
  3069. gipd.xform[7] = 0;
  3070. gipd.xform[8] = to_cell.basis.rows[0][2];
  3071. gipd.xform[9] = to_cell.basis.rows[1][2];
  3072. gipd.xform[10] = to_cell.basis.rows[2][2];
  3073. gipd.xform[11] = 0;
  3074. gipd.xform[12] = to_cell.origin.x;
  3075. gipd.xform[13] = to_cell.origin.y;
  3076. gipd.xform[14] = to_cell.origin.z;
  3077. gipd.xform[15] = 1;
  3078. Vector3 bounds = voxel_gi_get_octree_size(base_probe);
  3079. gipd.bounds[0] = bounds.x;
  3080. gipd.bounds[1] = bounds.y;
  3081. gipd.bounds[2] = bounds.z;
  3082. gipd.dynamic_range = voxel_gi_get_dynamic_range(base_probe) * voxel_gi_get_energy(base_probe);
  3083. gipd.bias = voxel_gi_get_bias(base_probe);
  3084. gipd.normal_bias = voxel_gi_get_normal_bias(base_probe);
  3085. gipd.blend_ambient = !voxel_gi_is_interior(base_probe);
  3086. gipd.mipmaps = gipi->mipmaps.size();
  3087. gipd.exposure_normalization = 1.0;
  3088. if (p_render_data->camera_attributes.is_valid()) {
  3089. float exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  3090. gipd.exposure_normalization = exposure_normalization / voxel_gi_get_baked_exposure_normalization(base_probe);
  3091. }
  3092. }
  3093. r_voxel_gi_instances_used++;
  3094. }
  3095. if (texture == RID()) {
  3096. texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  3097. }
  3098. if (texture != rbgi->voxel_gi_textures[i]) {
  3099. voxel_gi_instances_changed = true;
  3100. rbgi->voxel_gi_textures[i] = texture;
  3101. }
  3102. }
  3103. if (voxel_gi_instances_changed) {
  3104. for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
  3105. if (RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) {
  3106. RD::get_singleton()->free(rbgi->uniform_set[v]);
  3107. }
  3108. rbgi->uniform_set[v] = RID();
  3109. }
  3110. if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
  3111. Ref<Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
  3112. #ifdef DEV_ENABLED
  3113. fog->gi_dependent_sets.assert_actual_validity();
  3114. #endif
  3115. if (fog->gi_dependent_sets.valid) {
  3116. RD::get_singleton()->free(fog->gi_dependent_sets.copy_uniform_set);
  3117. RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set_density);
  3118. RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set);
  3119. RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set2);
  3120. fog->gi_dependent_sets.valid = false;
  3121. }
  3122. }
  3123. }
  3124. if (p_voxel_gi_instances.size() > 0) {
  3125. RD::get_singleton()->draw_command_begin_label("VoxelGIs Setup");
  3126. RD::get_singleton()->buffer_update(voxel_gi_buffer, 0, sizeof(VoxelGIData) * MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size()), voxel_gi_data, RD::BARRIER_MASK_COMPUTE);
  3127. RD::get_singleton()->draw_command_end_label();
  3128. }
  3129. }
  3130. RID GI::RenderBuffersGI::get_voxel_gi_buffer() {
  3131. if (voxel_gi_buffer.is_null()) {
  3132. voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::VoxelGIData) * GI::MAX_VOXEL_GI_INSTANCES);
  3133. }
  3134. return voxel_gi_buffer;
  3135. }
  3136. void GI::RenderBuffersGI::free_data() {
  3137. for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
  3138. if (RD::get_singleton()->uniform_set_is_valid(uniform_set[v])) {
  3139. RD::get_singleton()->free(uniform_set[v]);
  3140. }
  3141. uniform_set[v] = RID();
  3142. }
  3143. if (scene_data_ubo.is_valid()) {
  3144. RD::get_singleton()->free(scene_data_ubo);
  3145. scene_data_ubo = RID();
  3146. }
  3147. if (voxel_gi_buffer.is_valid()) {
  3148. RD::get_singleton()->free(voxel_gi_buffer);
  3149. voxel_gi_buffer = RID();
  3150. }
  3151. }
  3152. void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances) {
  3153. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3154. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  3155. ERR_FAIL_COND_MSG(p_view_count > 2, "Maximum of 2 views supported for Processing GI.");
  3156. RD::get_singleton()->draw_command_begin_label("GI Render");
  3157. ERR_FAIL_COND(p_render_buffers.is_null());
  3158. Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI);
  3159. ERR_FAIL_COND(rbgi.is_null());
  3160. Size2i internal_size = p_render_buffers->get_internal_size();
  3161. if (rbgi->using_half_size_gi != half_resolution) {
  3162. p_render_buffers->clear_context(RB_SCOPE_GI);
  3163. }
  3164. if (!p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) {
  3165. Size2i size = internal_size;
  3166. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  3167. if (half_resolution) {
  3168. size.x >>= 1;
  3169. size.y >>= 1;
  3170. }
  3171. p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_AMBIENT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size);
  3172. p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_REFLECTION, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size);
  3173. rbgi->using_half_size_gi = half_resolution;
  3174. }
  3175. // Setup our scene data
  3176. {
  3177. SceneData scene_data;
  3178. if (rbgi->scene_data_ubo.is_null()) {
  3179. rbgi->scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData));
  3180. }
  3181. for (uint32_t v = 0; v < p_view_count; v++) {
  3182. RendererRD::MaterialStorage::store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
  3183. scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
  3184. scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
  3185. scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
  3186. scene_data.eye_offset[v][3] = 0.0;
  3187. }
  3188. // Note that we will be ignoring the origin of this transform.
  3189. RendererRD::MaterialStorage::store_transform(p_cam_transform, scene_data.cam_transform);
  3190. scene_data.screen_size[0] = internal_size.x;
  3191. scene_data.screen_size[1] = internal_size.y;
  3192. RD::get_singleton()->buffer_update(rbgi->scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE);
  3193. }
  3194. // Now compute the contents of our buffers.
  3195. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
  3196. // Render each eye separately.
  3197. // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
  3198. // setup our push constant
  3199. PushConstant push_constant;
  3200. push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size());
  3201. push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH;
  3202. // these should be the same for all views
  3203. push_constant.orthogonal = p_projections[0].is_orthogonal();
  3204. push_constant.z_near = p_projections[0].get_z_near();
  3205. push_constant.z_far = p_projections[0].get_z_far();
  3206. // these are only used if we have 1 view, else we use the projections in our scene data
  3207. push_constant.proj_info[0] = -2.0f / (internal_size.x * p_projections[0].columns[0][0]);
  3208. push_constant.proj_info[1] = -2.0f / (internal_size.y * p_projections[0].columns[1][1]);
  3209. push_constant.proj_info[2] = (1.0f - p_projections[0].columns[0][2]) / p_projections[0].columns[0][0];
  3210. push_constant.proj_info[3] = (1.0f + p_projections[0].columns[1][2]) / p_projections[0].columns[1][1];
  3211. bool use_sdfgi = p_render_buffers->has_custom_data(RB_SCOPE_SDFGI);
  3212. bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
  3213. Ref<SDFGI> sdfgi;
  3214. if (use_sdfgi) {
  3215. sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  3216. }
  3217. uint32_t pipeline_specialization = 0;
  3218. if (rbgi->using_half_size_gi) {
  3219. pipeline_specialization |= SHADER_SPECIALIZATION_HALF_RES;
  3220. }
  3221. if (p_view_count > 1) {
  3222. pipeline_specialization |= SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX;
  3223. }
  3224. bool has_vrs_texture = p_render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE);
  3225. if (has_vrs_texture) {
  3226. pipeline_specialization |= SHADER_SPECIALIZATION_USE_VRS;
  3227. }
  3228. Mode mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
  3229. for (uint32_t v = 0; v < p_view_count; v++) {
  3230. push_constant.view_index = v;
  3231. // setup our uniform set
  3232. if (rbgi->uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) {
  3233. Vector<RD::Uniform> uniforms;
  3234. {
  3235. RD::Uniform u;
  3236. u.binding = 1;
  3237. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3238. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  3239. if (use_sdfgi && j < sdfgi->cascades.size()) {
  3240. u.append_id(sdfgi->cascades[j].sdf_tex);
  3241. } else {
  3242. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  3243. }
  3244. }
  3245. uniforms.push_back(u);
  3246. }
  3247. {
  3248. RD::Uniform u;
  3249. u.binding = 2;
  3250. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3251. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  3252. if (use_sdfgi && j < sdfgi->cascades.size()) {
  3253. u.append_id(sdfgi->cascades[j].light_tex);
  3254. } else {
  3255. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  3256. }
  3257. }
  3258. uniforms.push_back(u);
  3259. }
  3260. {
  3261. RD::Uniform u;
  3262. u.binding = 3;
  3263. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3264. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  3265. if (use_sdfgi && j < sdfgi->cascades.size()) {
  3266. u.append_id(sdfgi->cascades[j].light_aniso_0_tex);
  3267. } else {
  3268. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  3269. }
  3270. }
  3271. uniforms.push_back(u);
  3272. }
  3273. {
  3274. RD::Uniform u;
  3275. u.binding = 4;
  3276. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3277. for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
  3278. if (use_sdfgi && j < sdfgi->cascades.size()) {
  3279. u.append_id(sdfgi->cascades[j].light_aniso_1_tex);
  3280. } else {
  3281. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  3282. }
  3283. }
  3284. uniforms.push_back(u);
  3285. }
  3286. {
  3287. RD::Uniform u;
  3288. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3289. u.binding = 5;
  3290. if (use_sdfgi) {
  3291. u.append_id(sdfgi->occlusion_texture);
  3292. } else {
  3293. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
  3294. }
  3295. uniforms.push_back(u);
  3296. }
  3297. {
  3298. RD::Uniform u;
  3299. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3300. u.binding = 6;
  3301. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3302. uniforms.push_back(u);
  3303. }
  3304. {
  3305. RD::Uniform u;
  3306. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3307. u.binding = 7;
  3308. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3309. uniforms.push_back(u);
  3310. }
  3311. {
  3312. RD::Uniform u;
  3313. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3314. u.binding = 9;
  3315. u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_AMBIENT, v, 0));
  3316. uniforms.push_back(u);
  3317. }
  3318. {
  3319. RD::Uniform u;
  3320. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3321. u.binding = 10;
  3322. u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_REFLECTION, v, 0));
  3323. uniforms.push_back(u);
  3324. }
  3325. {
  3326. RD::Uniform u;
  3327. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3328. u.binding = 11;
  3329. if (use_sdfgi) {
  3330. u.append_id(sdfgi->lightprobe_texture);
  3331. } else {
  3332. u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
  3333. }
  3334. uniforms.push_back(u);
  3335. }
  3336. {
  3337. RD::Uniform u;
  3338. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3339. u.binding = 12;
  3340. u.append_id(p_render_buffers->get_depth_texture(v));
  3341. uniforms.push_back(u);
  3342. }
  3343. {
  3344. RD::Uniform u;
  3345. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3346. u.binding = 13;
  3347. u.append_id(p_normal_roughness_slices[v]);
  3348. uniforms.push_back(u);
  3349. }
  3350. {
  3351. RD::Uniform u;
  3352. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3353. u.binding = 14;
  3354. RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  3355. u.append_id(buffer);
  3356. uniforms.push_back(u);
  3357. }
  3358. {
  3359. RD::Uniform u;
  3360. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3361. u.binding = 15;
  3362. u.append_id(sdfgi_ubo);
  3363. uniforms.push_back(u);
  3364. }
  3365. {
  3366. RD::Uniform u;
  3367. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3368. u.binding = 16;
  3369. u.append_id(rbgi->get_voxel_gi_buffer());
  3370. uniforms.push_back(u);
  3371. }
  3372. {
  3373. RD::Uniform u;
  3374. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3375. u.binding = 17;
  3376. for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
  3377. u.append_id(rbgi->voxel_gi_textures[i]);
  3378. }
  3379. uniforms.push_back(u);
  3380. }
  3381. {
  3382. RD::Uniform u;
  3383. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3384. u.binding = 18;
  3385. u.append_id(rbgi->scene_data_ubo);
  3386. uniforms.push_back(u);
  3387. }
  3388. if (RendererSceneRenderRD::get_singleton()->is_vrs_supported()) {
  3389. RD::Uniform u;
  3390. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3391. u.binding = 19;
  3392. RID buffer = has_vrs_texture ? p_render_buffers->get_texture_slice(RB_SCOPE_VRS, RB_TEXTURE, v, 0) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS);
  3393. u.append_id(buffer);
  3394. uniforms.push_back(u);
  3395. }
  3396. rbgi->uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
  3397. }
  3398. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode]);
  3399. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rbgi->uniform_set[v], 0);
  3400. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
  3401. if (rbgi->using_half_size_gi) {
  3402. RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x >> 1, internal_size.y >> 1, 1);
  3403. } else {
  3404. RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x, internal_size.y, 1);
  3405. }
  3406. }
  3407. //do barrier later to allow oeverlap
  3408. //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time
  3409. RD::get_singleton()->draw_command_end_label();
  3410. }
  3411. RID GI::voxel_gi_instance_create(RID p_base) {
  3412. VoxelGIInstance voxel_gi;
  3413. voxel_gi.gi = this;
  3414. voxel_gi.probe = p_base;
  3415. RID rid = voxel_gi_instance_owner.make_rid(voxel_gi);
  3416. return rid;
  3417. }
  3418. void GI::voxel_gi_instance_free(RID p_rid) {
  3419. GI::VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_rid);
  3420. voxel_gi->free_resources();
  3421. voxel_gi_instance_owner.free(p_rid);
  3422. }
  3423. void GI::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  3424. VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
  3425. ERR_FAIL_COND(!voxel_gi);
  3426. voxel_gi->transform = p_xform;
  3427. }
  3428. bool GI::voxel_gi_needs_update(RID p_probe) const {
  3429. VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
  3430. ERR_FAIL_COND_V(!voxel_gi, false);
  3431. return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe);
  3432. }
  3433. void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
  3434. VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
  3435. ERR_FAIL_COND(!voxel_gi);
  3436. voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects);
  3437. }
  3438. void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
  3439. VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_voxel_gi);
  3440. ERR_FAIL_COND(!voxel_gi);
  3441. voxel_gi->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha);
  3442. }