renderer_scene_render_rd.cpp 172 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/rendering_server_default.h"
  35. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  36. const float golden_angle = 2.4;
  37. for (int i = 0; i < p_sample_count; i++) {
  38. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  39. float theta = float(i) * golden_angle;
  40. r_kernel[i * 4] = Math::cos(theta) * r;
  41. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  42. }
  43. }
  44. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  45. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  46. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  47. bool needs_sdfgi = env && env->sdfgi_enabled;
  48. if (!needs_sdfgi) {
  49. if (rb->sdfgi != nullptr) {
  50. //erase it
  51. rb->sdfgi->erase();
  52. memdelete(rb->sdfgi);
  53. rb->sdfgi = nullptr;
  54. }
  55. return;
  56. }
  57. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  58. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  59. if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  60. //configuration changed, erase
  61. rb->sdfgi->erase();
  62. memdelete(rb->sdfgi);
  63. rb->sdfgi = nullptr;
  64. }
  65. RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
  66. if (sdfgi == nullptr) {
  67. // re-create
  68. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  69. } else {
  70. //check for updates
  71. rb->sdfgi->update(env, p_world_position);
  72. }
  73. }
  74. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  75. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  76. ERR_FAIL_COND_V(rb == nullptr, 0);
  77. if (rb->sdfgi == nullptr) {
  78. return 0;
  79. }
  80. int dirty_count = 0;
  81. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  82. const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  83. if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
  84. dirty_count++;
  85. } else {
  86. for (int j = 0; j < 3; j++) {
  87. if (c.dirty_regions[j] != 0) {
  88. dirty_count++;
  89. }
  90. }
  91. }
  92. }
  93. return dirty_count;
  94. }
  95. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  96. AABB bounds;
  97. Vector3i from;
  98. Vector3i size;
  99. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  100. ERR_FAIL_COND_V(rb == nullptr, AABB());
  101. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  102. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  103. ERR_FAIL_COND_V(c == -1, AABB());
  104. return bounds;
  105. }
  106. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  107. AABB bounds;
  108. Vector3i from;
  109. Vector3i size;
  110. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  111. ERR_FAIL_COND_V(rb == nullptr, -1);
  112. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  113. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  114. }
  115. RID RendererSceneRenderRD::sky_allocate() {
  116. return sky.allocate_sky_rid();
  117. }
  118. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  119. sky.initialize_sky_rid(p_rid);
  120. }
  121. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  122. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  123. }
  124. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  125. sky.sky_set_mode(p_sky, p_mode);
  126. }
  127. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  128. sky.sky_set_material(p_sky, p_material);
  129. }
  130. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  131. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  132. }
  133. RID RendererSceneRenderRD::environment_allocate() {
  134. return environment_owner.allocate_rid();
  135. }
  136. void RendererSceneRenderRD::environment_initialize(RID p_rid) {
  137. environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
  138. }
  139. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  140. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  141. ERR_FAIL_COND(!env);
  142. env->background = p_bg;
  143. }
  144. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  145. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  146. ERR_FAIL_COND(!env);
  147. env->sky = p_sky;
  148. }
  149. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  150. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  151. ERR_FAIL_COND(!env);
  152. env->sky_custom_fov = p_scale;
  153. }
  154. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  155. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  156. ERR_FAIL_COND(!env);
  157. env->sky_orientation = p_orientation;
  158. }
  159. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  160. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  161. ERR_FAIL_COND(!env);
  162. env->bg_color = p_color;
  163. }
  164. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  165. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  166. ERR_FAIL_COND(!env);
  167. env->bg_energy = p_energy;
  168. }
  169. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  170. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  171. ERR_FAIL_COND(!env);
  172. env->canvas_max_layer = p_max_layer;
  173. }
  174. void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
  175. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  176. ERR_FAIL_COND(!env);
  177. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source, p_ao_color);
  178. }
  179. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  180. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  181. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  182. return env->background;
  183. }
  184. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  185. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  186. ERR_FAIL_COND_V(!env, RID());
  187. return env->sky;
  188. }
  189. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  190. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  191. ERR_FAIL_COND_V(!env, 0);
  192. return env->sky_custom_fov;
  193. }
  194. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  195. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  196. ERR_FAIL_COND_V(!env, Basis());
  197. return env->sky_orientation;
  198. }
  199. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  200. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  201. ERR_FAIL_COND_V(!env, Color());
  202. return env->bg_color;
  203. }
  204. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  205. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  206. ERR_FAIL_COND_V(!env, 0);
  207. return env->bg_energy;
  208. }
  209. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  210. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  211. ERR_FAIL_COND_V(!env, 0);
  212. return env->canvas_max_layer;
  213. }
  214. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  215. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  216. ERR_FAIL_COND_V(!env, Color());
  217. return env->ambient_light;
  218. }
  219. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  220. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  221. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  222. return env->ambient_source;
  223. }
  224. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  225. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  226. ERR_FAIL_COND_V(!env, 0);
  227. return env->ambient_light_energy;
  228. }
  229. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  230. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  231. ERR_FAIL_COND_V(!env, 0);
  232. return env->ambient_sky_contribution;
  233. }
  234. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  235. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  236. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  237. return env->reflection_source;
  238. }
  239. Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
  240. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  241. ERR_FAIL_COND_V(!env, Color());
  242. return env->ao_color;
  243. }
  244. void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
  245. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  246. ERR_FAIL_COND(!env);
  247. env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
  248. }
  249. void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
  250. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  251. ERR_FAIL_COND(!env);
  252. env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap);
  253. }
  254. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  255. glow_bicubic_upscale = p_enable;
  256. }
  257. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  258. glow_high_quality = p_enable;
  259. }
  260. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  261. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  262. ERR_FAIL_COND(!env);
  263. if (!is_dynamic_gi_supported()) {
  264. return;
  265. }
  266. env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
  267. }
  268. void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
  269. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  270. ERR_FAIL_COND(!env);
  271. env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective);
  272. }
  273. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  274. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  275. ERR_FAIL_COND_V(!env, false);
  276. return env->fog_enabled;
  277. }
  278. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  279. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  280. ERR_FAIL_COND_V(!env, Color());
  281. return env->fog_light_color;
  282. }
  283. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  284. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  285. ERR_FAIL_COND_V(!env, 0);
  286. return env->fog_light_energy;
  287. }
  288. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  289. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  290. ERR_FAIL_COND_V(!env, 0);
  291. return env->fog_sun_scatter;
  292. }
  293. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  294. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  295. ERR_FAIL_COND_V(!env, 0);
  296. return env->fog_density;
  297. }
  298. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  299. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  300. ERR_FAIL_COND_V(!env, 0);
  301. return env->fog_height;
  302. }
  303. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  304. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  305. ERR_FAIL_COND_V(!env, 0);
  306. return env->fog_height_density;
  307. }
  308. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  309. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  310. ERR_FAIL_COND_V(!env, 0);
  311. return env->fog_aerial_perspective;
  312. }
  313. void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
  314. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  315. ERR_FAIL_COND(!env);
  316. if (!is_volumetric_supported()) {
  317. return;
  318. }
  319. env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
  320. }
  321. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  322. volumetric_fog_size = p_size;
  323. volumetric_fog_depth = p_depth;
  324. }
  325. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  326. volumetric_fog_filter_active = p_enable;
  327. }
  328. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  329. gi.sdfgi_ray_count = p_ray_count;
  330. }
  331. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  332. gi.sdfgi_frames_to_converge = p_frames;
  333. }
  334. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  335. gi.sdfgi_frames_to_update_light = p_update;
  336. }
  337. void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
  338. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  339. ERR_FAIL_COND(!env);
  340. env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
  341. }
  342. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  343. ssr_roughness_quality = p_quality;
  344. }
  345. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  346. return ssr_roughness_quality;
  347. }
  348. void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
  349. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  350. ERR_FAIL_COND(!env);
  351. env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
  352. }
  353. void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  354. ssao_quality = p_quality;
  355. ssao_half_size = p_half_size;
  356. ssao_adaptive_target = p_adaptive_target;
  357. ssao_blur_passes = p_blur_passes;
  358. ssao_fadeout_from = p_fadeout_from;
  359. ssao_fadeout_to = p_fadeout_to;
  360. }
  361. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  362. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  363. ERR_FAIL_COND_V(!env, false);
  364. return env->ssao_enabled;
  365. }
  366. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  367. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  368. ERR_FAIL_COND_V(!env, 0.0);
  369. return env->ssao_ao_channel_affect;
  370. }
  371. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  372. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  373. ERR_FAIL_COND_V(!env, 0.0);
  374. return env->ssao_direct_light_affect;
  375. }
  376. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  377. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  378. ERR_FAIL_COND_V(!env, false);
  379. return env->ssr_enabled;
  380. }
  381. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  382. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  383. ERR_FAIL_COND_V(!env, false);
  384. return env->sdfgi_enabled;
  385. }
  386. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  387. return environment_owner.owns(p_env);
  388. }
  389. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  390. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  391. ERR_FAIL_COND_V(!env, Ref<Image>());
  392. if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
  393. return Ref<Image>(); //nothing to bake
  394. }
  395. if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
  396. Color color;
  397. if (env->background == RS::ENV_BG_CLEAR_COLOR) {
  398. color = storage->get_default_clear_color();
  399. } else {
  400. color = env->bg_color;
  401. }
  402. color.r *= env->bg_energy;
  403. color.g *= env->bg_energy;
  404. color.b *= env->bg_energy;
  405. Ref<Image> ret;
  406. ret.instantiate();
  407. ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  408. for (int i = 0; i < p_size.width; i++) {
  409. for (int j = 0; j < p_size.height; j++) {
  410. ret->set_pixel(i, j, color);
  411. }
  412. }
  413. return ret;
  414. }
  415. if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
  416. return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  417. }
  418. return Ref<Image>();
  419. }
  420. ////////////////////////////////////////////////////////////
  421. RID RendererSceneRenderRD::reflection_atlas_create() {
  422. ReflectionAtlas ra;
  423. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  424. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  425. if (is_clustered_enabled()) {
  426. ra.cluster_builder = memnew(ClusterBuilderRD);
  427. ra.cluster_builder->set_shared(&cluster_builder_shared);
  428. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  429. } else {
  430. ra.cluster_builder = nullptr;
  431. }
  432. return reflection_atlas_owner.make_rid(ra);
  433. }
  434. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  435. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  436. ERR_FAIL_COND(!ra);
  437. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  438. return; //no changes
  439. }
  440. if (ra->cluster_builder) {
  441. // only if we're using our cluster
  442. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  443. }
  444. ra->size = p_reflection_size;
  445. ra->count = p_reflection_count;
  446. if (ra->reflection.is_valid()) {
  447. //clear and invalidate everything
  448. RD::get_singleton()->free(ra->reflection);
  449. ra->reflection = RID();
  450. RD::get_singleton()->free(ra->depth_buffer);
  451. ra->depth_buffer = RID();
  452. for (int i = 0; i < ra->reflections.size(); i++) {
  453. ra->reflections.write[i].data.clear_reflection_data();
  454. if (ra->reflections[i].owner.is_null()) {
  455. continue;
  456. }
  457. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  458. //rp->atlasindex clear
  459. }
  460. ra->reflections.clear();
  461. }
  462. }
  463. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  464. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  465. ERR_FAIL_COND_V(!ra, 0);
  466. return ra->size;
  467. }
  468. ////////////////////////
  469. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  470. ReflectionProbeInstance rpi;
  471. rpi.probe = p_probe;
  472. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  473. return reflection_probe_instance_owner.make_rid(rpi);
  474. }
  475. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  476. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  477. ERR_FAIL_COND(!rpi);
  478. rpi->transform = p_transform;
  479. rpi->dirty = true;
  480. }
  481. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  482. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  483. ERR_FAIL_COND(!rpi);
  484. if (rpi->atlas.is_null()) {
  485. return; //nothing to release
  486. }
  487. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  488. ERR_FAIL_COND(!atlas);
  489. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  490. atlas->reflections.write[rpi->atlas_index].owner = RID();
  491. rpi->atlas_index = -1;
  492. rpi->atlas = RID();
  493. }
  494. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  495. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  496. ERR_FAIL_COND_V(!rpi, false);
  497. if (rpi->rendering) {
  498. return false;
  499. }
  500. if (rpi->dirty) {
  501. return true;
  502. }
  503. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  504. return true;
  505. }
  506. return rpi->atlas_index == -1;
  507. }
  508. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  509. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  510. ERR_FAIL_COND_V(!rpi, false);
  511. return rpi->atlas.is_valid();
  512. }
  513. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  514. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
  515. ERR_FAIL_COND_V(!atlas, false);
  516. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  517. ERR_FAIL_COND_V(!rpi, false);
  518. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  519. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  520. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  521. }
  522. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
  523. // Invalidate reflection atlas, need to regenerate
  524. RD::get_singleton()->free(atlas->reflection);
  525. atlas->reflection = RID();
  526. for (int i = 0; i < atlas->reflections.size(); i++) {
  527. if (atlas->reflections[i].owner.is_null()) {
  528. continue;
  529. }
  530. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  531. }
  532. atlas->reflections.clear();
  533. }
  534. if (atlas->reflection.is_null()) {
  535. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  536. mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  537. {
  538. //reflection atlas was unused, create:
  539. RD::TextureFormat tf;
  540. tf.array_layers = 6 * atlas->count;
  541. tf.format = _render_buffers_get_color_format();
  542. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  543. tf.mipmaps = mipmaps;
  544. tf.width = atlas->size;
  545. tf.height = atlas->size;
  546. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  547. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  548. }
  549. {
  550. RD::TextureFormat tf;
  551. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  552. tf.width = atlas->size;
  553. tf.height = atlas->size;
  554. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  555. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  556. }
  557. atlas->reflections.resize(atlas->count);
  558. for (int i = 0; i < atlas->count; i++) {
  559. atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers);
  560. for (int j = 0; j < 6; j++) {
  561. Vector<RID> fb;
  562. fb.push_back(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j]);
  563. fb.push_back(atlas->depth_buffer);
  564. atlas->reflections.write[i].fbs[j] = RD::get_singleton()->framebuffer_create(fb);
  565. }
  566. }
  567. Vector<RID> fb;
  568. fb.push_back(atlas->depth_buffer);
  569. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  570. }
  571. if (rpi->atlas_index == -1) {
  572. for (int i = 0; i < atlas->reflections.size(); i++) {
  573. if (atlas->reflections[i].owner.is_null()) {
  574. rpi->atlas_index = i;
  575. break;
  576. }
  577. }
  578. //find the one used last
  579. if (rpi->atlas_index == -1) {
  580. //everything is in use, find the one least used via LRU
  581. uint64_t pass_min = 0;
  582. for (int i = 0; i < atlas->reflections.size(); i++) {
  583. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner);
  584. if (rpi2->last_pass < pass_min) {
  585. pass_min = rpi2->last_pass;
  586. rpi->atlas_index = i;
  587. }
  588. }
  589. }
  590. }
  591. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  592. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  593. }
  594. rpi->atlas = p_reflection_atlas;
  595. rpi->rendering = true;
  596. rpi->dirty = false;
  597. rpi->processing_layer = 1;
  598. rpi->processing_side = 0;
  599. return true;
  600. }
  601. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  602. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  603. ERR_FAIL_COND_V(!rpi, false);
  604. ERR_FAIL_COND_V(!rpi->rendering, false);
  605. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  606. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  607. if (!atlas || rpi->atlas_index == -1) {
  608. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  609. rpi->rendering = false;
  610. return false;
  611. }
  612. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  613. // Using real time reflections, all roughness is done in one step
  614. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
  615. rpi->rendering = false;
  616. rpi->processing_side = 0;
  617. rpi->processing_layer = 1;
  618. return true;
  619. }
  620. if (rpi->processing_layer > 1) {
  621. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  622. rpi->processing_layer++;
  623. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  624. rpi->rendering = false;
  625. rpi->processing_side = 0;
  626. rpi->processing_layer = 1;
  627. return true;
  628. }
  629. return false;
  630. } else {
  631. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  632. }
  633. rpi->processing_side++;
  634. if (rpi->processing_side == 6) {
  635. rpi->processing_side = 0;
  636. rpi->processing_layer++;
  637. }
  638. return false;
  639. }
  640. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  641. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  642. ERR_FAIL_COND_V(!rpi, 0);
  643. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  644. ERR_FAIL_COND_V(!atlas, 0);
  645. return atlas->size;
  646. }
  647. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  648. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  649. ERR_FAIL_COND_V(!rpi, RID());
  650. ERR_FAIL_INDEX_V(p_index, 6, RID());
  651. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  652. ERR_FAIL_COND_V(!atlas, RID());
  653. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  654. }
  655. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  656. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  657. ERR_FAIL_COND_V(!rpi, RID());
  658. ERR_FAIL_INDEX_V(p_index, 6, RID());
  659. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  660. ERR_FAIL_COND_V(!atlas, RID());
  661. return atlas->depth_fb;
  662. }
  663. ///////////////////////////////////////////////////////////
  664. RID RendererSceneRenderRD::shadow_atlas_create() {
  665. return shadow_atlas_owner.make_rid(ShadowAtlas());
  666. }
  667. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  668. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  669. RD::TextureFormat tf;
  670. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  671. tf.width = shadow_atlas->size;
  672. tf.height = shadow_atlas->size;
  673. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  674. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  675. Vector<RID> fb_tex;
  676. fb_tex.push_back(shadow_atlas->depth);
  677. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  678. }
  679. }
  680. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  681. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  682. ERR_FAIL_COND(!shadow_atlas);
  683. ERR_FAIL_COND(p_size < 0);
  684. p_size = next_power_of_2(p_size);
  685. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  686. return;
  687. }
  688. // erasing atlas
  689. if (shadow_atlas->depth.is_valid()) {
  690. RD::get_singleton()->free(shadow_atlas->depth);
  691. shadow_atlas->depth = RID();
  692. }
  693. for (int i = 0; i < 4; i++) {
  694. //clear subdivisions
  695. shadow_atlas->quadrants[i].shadows.resize(0);
  696. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  697. }
  698. //erase shadow atlas reference from lights
  699. for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
  700. LightInstance *li = light_instance_owner.getornull(E->key());
  701. ERR_CONTINUE(!li);
  702. li->shadow_atlases.erase(p_atlas);
  703. }
  704. //clear owners
  705. shadow_atlas->shadow_owners.clear();
  706. shadow_atlas->size = p_size;
  707. shadow_atlas->use_16_bits = p_size;
  708. }
  709. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  710. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  711. ERR_FAIL_COND(!shadow_atlas);
  712. ERR_FAIL_INDEX(p_quadrant, 4);
  713. ERR_FAIL_INDEX(p_subdivision, 16384);
  714. uint32_t subdiv = next_power_of_2(p_subdivision);
  715. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  716. subdiv <<= 1;
  717. }
  718. subdiv = int(Math::sqrt((float)subdiv));
  719. //obtain the number that will be x*x
  720. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  721. return;
  722. }
  723. //erase all data from quadrant
  724. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  725. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  726. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  727. LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  728. ERR_CONTINUE(!li);
  729. li->shadow_atlases.erase(p_atlas);
  730. }
  731. }
  732. shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
  733. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  734. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  735. //cache the smallest subdiv (for faster allocation in light update)
  736. shadow_atlas->smallest_subdiv = 1 << 30;
  737. for (int i = 0; i < 4; i++) {
  738. if (shadow_atlas->quadrants[i].subdivision) {
  739. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  740. }
  741. }
  742. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  743. shadow_atlas->smallest_subdiv = 0;
  744. }
  745. //resort the size orders, simple bublesort for 4 elements..
  746. int swaps = 0;
  747. do {
  748. swaps = 0;
  749. for (int i = 0; i < 3; i++) {
  750. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  751. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  752. swaps++;
  753. }
  754. }
  755. } while (swaps > 0);
  756. }
  757. bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
  758. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  759. int qidx = p_in_quadrants[i];
  760. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  761. return false;
  762. }
  763. //look for an empty space
  764. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  765. ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
  766. int found_free_idx = -1; //found a free one
  767. int found_used_idx = -1; //found existing one, must steal it
  768. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  769. for (int j = 0; j < sc; j++) {
  770. if (!sarr[j].owner.is_valid()) {
  771. found_free_idx = j;
  772. break;
  773. }
  774. LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
  775. ERR_CONTINUE(!sli);
  776. if (sli->last_scene_pass != scene_pass) {
  777. //was just allocated, don't kill it so soon, wait a bit..
  778. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  779. continue;
  780. }
  781. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  782. found_used_idx = j;
  783. min_pass = sli->last_scene_pass;
  784. }
  785. }
  786. }
  787. if (found_free_idx == -1 && found_used_idx == -1) {
  788. continue; //nothing found
  789. }
  790. if (found_free_idx == -1 && found_used_idx != -1) {
  791. found_free_idx = found_used_idx;
  792. }
  793. r_quadrant = qidx;
  794. r_shadow = found_free_idx;
  795. return true;
  796. }
  797. return false;
  798. }
  799. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
  800. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  801. ERR_FAIL_COND_V(!shadow_atlas, false);
  802. LightInstance *li = light_instance_owner.getornull(p_light_intance);
  803. ERR_FAIL_COND_V(!li, false);
  804. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  805. return false;
  806. }
  807. uint32_t quad_size = shadow_atlas->size >> 1;
  808. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  809. int valid_quadrants[4];
  810. int valid_quadrant_count = 0;
  811. int best_size = -1; //best size found
  812. int best_subdiv = -1; //subdiv for the best size
  813. //find the quadrants this fits into, and the best possible size it can fit into
  814. for (int i = 0; i < 4; i++) {
  815. int q = shadow_atlas->size_order[i];
  816. int sd = shadow_atlas->quadrants[q].subdivision;
  817. if (sd == 0) {
  818. continue; //unused
  819. }
  820. int max_fit = quad_size / sd;
  821. if (best_size != -1 && max_fit > best_size) {
  822. break; //too large
  823. }
  824. valid_quadrants[valid_quadrant_count++] = q;
  825. best_subdiv = sd;
  826. if (max_fit >= desired_fit) {
  827. best_size = max_fit;
  828. }
  829. }
  830. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  831. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  832. //see if it already exists
  833. if (shadow_atlas->shadow_owners.has(p_light_intance)) {
  834. //it does!
  835. uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
  836. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  837. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  838. bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
  839. bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
  840. if (!should_realloc) {
  841. shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
  842. //already existing, see if it should redraw or it's just OK
  843. return should_redraw;
  844. }
  845. int new_quadrant, new_shadow;
  846. //find a better place
  847. if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
  848. //found a better place!
  849. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  850. if (sh->owner.is_valid()) {
  851. //is taken, but is invalid, erasing it
  852. shadow_atlas->shadow_owners.erase(sh->owner);
  853. LightInstance *sli = light_instance_owner.getornull(sh->owner);
  854. sli->shadow_atlases.erase(p_atlas);
  855. }
  856. //erase previous
  857. shadow_atlas->quadrants[q].shadows.write[s].version = 0;
  858. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  859. sh->owner = p_light_intance;
  860. sh->alloc_tick = tick;
  861. sh->version = p_light_version;
  862. li->shadow_atlases.insert(p_atlas);
  863. //make new key
  864. key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  865. key |= new_shadow;
  866. //update it in map
  867. shadow_atlas->shadow_owners[p_light_intance] = key;
  868. //make it dirty, as it should redraw anyway
  869. return true;
  870. }
  871. //no better place for this shadow found, keep current
  872. //already existing, see if it should redraw or it's just OK
  873. shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
  874. return should_redraw;
  875. }
  876. int new_quadrant, new_shadow;
  877. //find a better place
  878. if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
  879. //found a better place!
  880. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  881. if (sh->owner.is_valid()) {
  882. //is taken, but is invalid, erasing it
  883. shadow_atlas->shadow_owners.erase(sh->owner);
  884. LightInstance *sli = light_instance_owner.getornull(sh->owner);
  885. sli->shadow_atlases.erase(p_atlas);
  886. }
  887. sh->owner = p_light_intance;
  888. sh->alloc_tick = tick;
  889. sh->version = p_light_version;
  890. li->shadow_atlases.insert(p_atlas);
  891. //make new key
  892. uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  893. key |= new_shadow;
  894. //update it in map
  895. shadow_atlas->shadow_owners[p_light_intance] = key;
  896. //make it dirty, as it should redraw anyway
  897. return true;
  898. }
  899. //no place to allocate this light, apologies
  900. return false;
  901. }
  902. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  903. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  904. RD::TextureFormat tf;
  905. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  906. tf.width = directional_shadow.size;
  907. tf.height = directional_shadow.size;
  908. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  909. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  910. Vector<RID> fb_tex;
  911. fb_tex.push_back(directional_shadow.depth);
  912. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  913. }
  914. }
  915. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  916. p_size = nearest_power_of_2_templated(p_size);
  917. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  918. return;
  919. }
  920. directional_shadow.size = p_size;
  921. if (directional_shadow.depth.is_valid()) {
  922. RD::get_singleton()->free(directional_shadow.depth);
  923. directional_shadow.depth = RID();
  924. _base_uniforms_changed();
  925. }
  926. }
  927. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  928. directional_shadow.light_count = p_count;
  929. directional_shadow.current_light = 0;
  930. }
  931. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  932. int split_h = 1;
  933. int split_v = 1;
  934. while (split_h * split_v < p_shadow_count) {
  935. if (split_h == split_v) {
  936. split_h <<= 1;
  937. } else {
  938. split_v <<= 1;
  939. }
  940. }
  941. Rect2i rect(0, 0, p_size, p_size);
  942. rect.size.width /= split_h;
  943. rect.size.height /= split_v;
  944. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  945. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  946. return rect;
  947. }
  948. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  949. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  950. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  951. LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
  952. ERR_FAIL_COND_V(!light_instance, 0);
  953. switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
  954. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  955. break; //none
  956. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  957. r.size.height /= 2;
  958. break;
  959. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  960. r.size /= 2;
  961. break;
  962. }
  963. return MAX(r.size.width, r.size.height);
  964. }
  965. //////////////////////////////////////////////////
  966. RID RendererSceneRenderRD::camera_effects_allocate() {
  967. return camera_effects_owner.allocate_rid();
  968. }
  969. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  970. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  971. }
  972. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  973. dof_blur_quality = p_quality;
  974. dof_blur_use_jitter = p_use_jitter;
  975. }
  976. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  977. dof_blur_bokeh_shape = p_shape;
  978. }
  979. void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
  980. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  981. ERR_FAIL_COND(!camfx);
  982. camfx->dof_blur_far_enabled = p_far_enable;
  983. camfx->dof_blur_far_distance = p_far_distance;
  984. camfx->dof_blur_far_transition = p_far_transition;
  985. camfx->dof_blur_near_enabled = p_near_enable;
  986. camfx->dof_blur_near_distance = p_near_distance;
  987. camfx->dof_blur_near_transition = p_near_transition;
  988. camfx->dof_blur_amount = p_amount;
  989. }
  990. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  991. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  992. ERR_FAIL_COND(!camfx);
  993. camfx->override_exposure_enabled = p_enable;
  994. camfx->override_exposure = p_exposure;
  995. }
  996. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  997. RID li = light_instance_owner.make_rid(LightInstance());
  998. LightInstance *light_instance = light_instance_owner.getornull(li);
  999. light_instance->self = li;
  1000. light_instance->light = p_light;
  1001. light_instance->light_type = storage->light_get_type(p_light);
  1002. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1003. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1004. }
  1005. return li;
  1006. }
  1007. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1008. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1009. ERR_FAIL_COND(!light_instance);
  1010. light_instance->transform = p_transform;
  1011. }
  1012. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1013. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1014. ERR_FAIL_COND(!light_instance);
  1015. light_instance->aabb = p_aabb;
  1016. }
  1017. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
  1018. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1019. ERR_FAIL_COND(!light_instance);
  1020. ERR_FAIL_INDEX(p_pass, 6);
  1021. light_instance->shadow_transform[p_pass].camera = p_projection;
  1022. light_instance->shadow_transform[p_pass].transform = p_transform;
  1023. light_instance->shadow_transform[p_pass].farplane = p_far;
  1024. light_instance->shadow_transform[p_pass].split = p_split;
  1025. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1026. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1027. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1028. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1029. }
  1030. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1031. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1032. ERR_FAIL_COND(!light_instance);
  1033. light_instance->last_scene_pass = scene_pass;
  1034. }
  1035. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1036. if (!shadow_cubemaps.has(p_size)) {
  1037. ShadowCubemap sc;
  1038. {
  1039. RD::TextureFormat tf;
  1040. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  1041. tf.width = p_size;
  1042. tf.height = p_size;
  1043. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1044. tf.array_layers = 6;
  1045. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1046. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1047. }
  1048. for (int i = 0; i < 6; i++) {
  1049. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1050. Vector<RID> fbtex;
  1051. fbtex.push_back(side_texture);
  1052. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1053. }
  1054. shadow_cubemaps[p_size] = sc;
  1055. }
  1056. return &shadow_cubemaps[p_size];
  1057. }
  1058. //////////////////////////
  1059. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1060. DecalInstance di;
  1061. di.decal = p_decal;
  1062. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1063. return decal_instance_owner.make_rid(di);
  1064. }
  1065. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1066. DecalInstance *di = decal_instance_owner.getornull(p_decal);
  1067. ERR_FAIL_COND(!di);
  1068. di->transform = p_transform;
  1069. }
  1070. /////////////////////////////////
  1071. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1072. LightmapInstance li;
  1073. li.lightmap = p_lightmap;
  1074. return lightmap_instance_owner.make_rid(li);
  1075. }
  1076. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1077. LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
  1078. ERR_FAIL_COND(!li);
  1079. li->transform = p_transform;
  1080. }
  1081. /////////////////////////////////
  1082. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1083. return gi.voxel_gi_instance_create(p_base);
  1084. }
  1085. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1086. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1087. }
  1088. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1089. if (!is_dynamic_gi_supported()) {
  1090. return false;
  1091. }
  1092. return gi.voxel_gi_needs_update(p_probe);
  1093. }
  1094. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
  1095. if (!is_dynamic_gi_supported()) {
  1096. return;
  1097. }
  1098. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1099. }
  1100. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  1101. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1102. ERR_FAIL_COND(!rb);
  1103. if (!rb->sdfgi) {
  1104. return; //nothing to debug
  1105. }
  1106. rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
  1107. }
  1108. ////////////////////////////////
  1109. RID RendererSceneRenderRD::render_buffers_create() {
  1110. RenderBuffers rb;
  1111. rb.data = _create_render_buffer_data();
  1112. return render_buffers_owner.make_rid(rb);
  1113. }
  1114. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1115. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1116. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1117. // TODO make sure texture_create_shared_from_slice works for multiview
  1118. RD::TextureFormat tf;
  1119. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1120. tf.width = rb->width;
  1121. tf.height = rb->height;
  1122. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1123. tf.array_layers = rb->view_count;
  1124. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1125. if (_render_buffers_can_be_storage()) {
  1126. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1127. } else {
  1128. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1129. }
  1130. tf.mipmaps = mipmaps_required;
  1131. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1132. //the second one is smaller (only used for separatable part of blur)
  1133. tf.width >>= 1;
  1134. tf.height >>= 1;
  1135. tf.mipmaps--;
  1136. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1137. int base_width = rb->width;
  1138. int base_height = rb->height;
  1139. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1140. RenderBuffers::Blur::Mipmap mm;
  1141. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
  1142. mm.width = base_width;
  1143. mm.height = base_height;
  1144. if (!_render_buffers_can_be_storage()) {
  1145. Vector<RID> fb;
  1146. fb.push_back(mm.texture);
  1147. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1148. }
  1149. if (!_render_buffers_can_be_storage()) {
  1150. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1151. tf.width = MAX(1, base_width >> 1);
  1152. tf.height = base_height;
  1153. tf.mipmaps = 1; // 1 or 0?
  1154. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1155. Vector<RID> half_fb;
  1156. half_fb.push_back(mm.half_texture);
  1157. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1158. }
  1159. rb->blur[0].mipmaps.push_back(mm);
  1160. if (i > 0) {
  1161. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
  1162. if (!_render_buffers_can_be_storage()) {
  1163. Vector<RID> fb;
  1164. fb.push_back(mm.texture);
  1165. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1166. // We can re-use the half texture here as it is an intermediate result
  1167. }
  1168. rb->blur[1].mipmaps.push_back(mm);
  1169. }
  1170. base_width = MAX(1, base_width >> 1);
  1171. base_height = MAX(1, base_height >> 1);
  1172. }
  1173. }
  1174. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1175. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1176. int w = rb->width;
  1177. int h = rb->height;
  1178. while (true) {
  1179. w = MAX(w / 8, 1);
  1180. h = MAX(h / 8, 1);
  1181. RD::TextureFormat tf;
  1182. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1183. tf.width = w;
  1184. tf.height = h;
  1185. bool final = w == 1 && h == 1;
  1186. if (_render_buffers_can_be_storage()) {
  1187. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1188. if (final) {
  1189. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1190. }
  1191. } else {
  1192. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1193. }
  1194. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1195. rb->luminance.reduce.push_back(texture);
  1196. if (!_render_buffers_can_be_storage()) {
  1197. Vector<RID> fb;
  1198. fb.push_back(texture);
  1199. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1200. }
  1201. if (final) {
  1202. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1203. if (!_render_buffers_can_be_storage()) {
  1204. Vector<RID> fb;
  1205. fb.push_back(rb->luminance.current);
  1206. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1207. }
  1208. break;
  1209. }
  1210. }
  1211. }
  1212. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1213. if (rb->texture_fb.is_valid()) {
  1214. RD::get_singleton()->free(rb->texture_fb);
  1215. rb->texture_fb = RID();
  1216. }
  1217. if (rb->texture.is_valid()) {
  1218. RD::get_singleton()->free(rb->texture);
  1219. rb->texture = RID();
  1220. }
  1221. if (rb->depth_texture.is_valid()) {
  1222. RD::get_singleton()->free(rb->depth_texture);
  1223. rb->depth_texture = RID();
  1224. }
  1225. for (int i = 0; i < 2; i++) {
  1226. for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
  1227. // do we free the texture slice here? or is it enough to free the main texture?
  1228. // do free the mobile extra stuff
  1229. if (rb->blur[i].mipmaps[m].fb.is_valid()) {
  1230. RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
  1231. }
  1232. if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
  1233. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
  1234. }
  1235. if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
  1236. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
  1237. }
  1238. }
  1239. rb->blur[i].mipmaps.clear();
  1240. if (rb->blur[i].texture.is_valid()) {
  1241. RD::get_singleton()->free(rb->blur[i].texture);
  1242. rb->blur[i].texture = RID();
  1243. }
  1244. }
  1245. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1246. RD::get_singleton()->free(rb->luminance.fb[i]);
  1247. }
  1248. rb->luminance.fb.clear();
  1249. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1250. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1251. }
  1252. rb->luminance.reduce.clear();
  1253. if (rb->luminance.current_fb.is_valid()) {
  1254. RD::get_singleton()->free(rb->luminance.current_fb);
  1255. rb->luminance.current_fb = RID();
  1256. }
  1257. if (rb->luminance.current.is_valid()) {
  1258. RD::get_singleton()->free(rb->luminance.current);
  1259. rb->luminance.current = RID();
  1260. }
  1261. if (rb->ssao.depth.is_valid()) {
  1262. RD::get_singleton()->free(rb->ssao.depth);
  1263. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1264. RD::get_singleton()->free(rb->ssao.ao_pong);
  1265. RD::get_singleton()->free(rb->ssao.ao_final);
  1266. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1267. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1268. rb->ssao.depth = RID();
  1269. rb->ssao.ao_deinterleaved = RID();
  1270. rb->ssao.ao_pong = RID();
  1271. rb->ssao.ao_final = RID();
  1272. rb->ssao.importance_map[0] = RID();
  1273. rb->ssao.importance_map[1] = RID();
  1274. rb->ssao.depth_slices.clear();
  1275. rb->ssao.ao_deinterleaved_slices.clear();
  1276. rb->ssao.ao_pong_slices.clear();
  1277. }
  1278. if (rb->ssr.blur_radius[0].is_valid()) {
  1279. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1280. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1281. rb->ssr.blur_radius[0] = RID();
  1282. rb->ssr.blur_radius[1] = RID();
  1283. }
  1284. if (rb->ssr.depth_scaled.is_valid()) {
  1285. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1286. rb->ssr.depth_scaled = RID();
  1287. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1288. rb->ssr.normal_scaled = RID();
  1289. }
  1290. if (rb->ambient_buffer.is_valid()) {
  1291. RD::get_singleton()->free(rb->ambient_buffer);
  1292. RD::get_singleton()->free(rb->reflection_buffer);
  1293. rb->ambient_buffer = RID();
  1294. rb->reflection_buffer = RID();
  1295. }
  1296. }
  1297. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1298. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1299. ERR_FAIL_COND(!rb);
  1300. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1301. if (!can_use_effects) {
  1302. //just copy
  1303. return;
  1304. }
  1305. if (rb->blur[0].texture.is_null()) {
  1306. _allocate_blur_textures(rb);
  1307. }
  1308. storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
  1309. }
  1310. void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
  1311. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1312. ERR_FAIL_COND(!rb);
  1313. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1314. if (!can_use_effects) {
  1315. //just copy
  1316. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
  1317. return;
  1318. }
  1319. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1320. ERR_FAIL_COND(!env);
  1321. ERR_FAIL_COND(!env->ssr_enabled);
  1322. if (rb->ssr.depth_scaled.is_null()) {
  1323. RD::TextureFormat tf;
  1324. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1325. tf.width = rb->width / 2;
  1326. tf.height = rb->height / 2;
  1327. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1328. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1329. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1330. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1331. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1332. }
  1333. if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1334. RD::TextureFormat tf;
  1335. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1336. tf.width = rb->width / 2;
  1337. tf.height = rb->height / 2;
  1338. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1339. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1340. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1341. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1342. }
  1343. if (rb->blur[0].texture.is_null()) {
  1344. _allocate_blur_textures(rb);
  1345. }
  1346. storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  1347. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
  1348. }
  1349. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1350. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1351. ERR_FAIL_COND(!rb);
  1352. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1353. ERR_FAIL_COND(!env);
  1354. RENDER_TIMESTAMP("Process SSAO");
  1355. if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1356. RD::get_singleton()->free(rb->ssao.depth);
  1357. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1358. RD::get_singleton()->free(rb->ssao.ao_pong);
  1359. RD::get_singleton()->free(rb->ssao.ao_final);
  1360. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1361. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1362. rb->ssao.depth = RID();
  1363. rb->ssao.ao_deinterleaved = RID();
  1364. rb->ssao.ao_pong = RID();
  1365. rb->ssao.ao_final = RID();
  1366. rb->ssao.importance_map[0] = RID();
  1367. rb->ssao.importance_map[1] = RID();
  1368. rb->ssao.depth_slices.clear();
  1369. rb->ssao.ao_deinterleaved_slices.clear();
  1370. rb->ssao.ao_pong_slices.clear();
  1371. }
  1372. int buffer_width;
  1373. int buffer_height;
  1374. int half_width;
  1375. int half_height;
  1376. if (ssao_half_size) {
  1377. buffer_width = (rb->width + 3) / 4;
  1378. buffer_height = (rb->height + 3) / 4;
  1379. half_width = (rb->width + 7) / 8;
  1380. half_height = (rb->height + 7) / 8;
  1381. } else {
  1382. buffer_width = (rb->width + 1) / 2;
  1383. buffer_height = (rb->height + 1) / 2;
  1384. half_width = (rb->width + 3) / 4;
  1385. half_height = (rb->height + 3) / 4;
  1386. }
  1387. bool uniform_sets_are_invalid = false;
  1388. if (rb->ssao.depth.is_null()) {
  1389. //allocate depth slices
  1390. {
  1391. RD::TextureFormat tf;
  1392. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  1393. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1394. tf.width = buffer_width;
  1395. tf.height = buffer_height;
  1396. tf.mipmaps = 4;
  1397. tf.array_layers = 4;
  1398. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1399. rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1400. RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
  1401. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  1402. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
  1403. rb->ssao.depth_slices.push_back(slice);
  1404. RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
  1405. }
  1406. }
  1407. {
  1408. RD::TextureFormat tf;
  1409. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1410. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1411. tf.width = buffer_width;
  1412. tf.height = buffer_height;
  1413. tf.array_layers = 4;
  1414. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1415. rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1416. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1417. for (uint32_t i = 0; i < 4; i++) {
  1418. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
  1419. rb->ssao.ao_deinterleaved_slices.push_back(slice);
  1420. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1421. }
  1422. }
  1423. {
  1424. RD::TextureFormat tf;
  1425. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1426. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1427. tf.width = buffer_width;
  1428. tf.height = buffer_height;
  1429. tf.array_layers = 4;
  1430. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1431. rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1432. RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1433. for (uint32_t i = 0; i < 4; i++) {
  1434. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
  1435. rb->ssao.ao_pong_slices.push_back(slice);
  1436. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1437. }
  1438. }
  1439. {
  1440. RD::TextureFormat tf;
  1441. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1442. tf.width = half_width;
  1443. tf.height = half_height;
  1444. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1445. rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1446. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
  1447. rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1448. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
  1449. }
  1450. {
  1451. RD::TextureFormat tf;
  1452. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1453. tf.width = rb->width;
  1454. tf.height = rb->height;
  1455. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1456. rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1457. RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
  1458. }
  1459. ssao_using_half_size = ssao_half_size;
  1460. uniform_sets_are_invalid = true;
  1461. }
  1462. EffectsRD::SSAOSettings settings;
  1463. settings.radius = env->ssao_radius;
  1464. settings.intensity = env->ssao_intensity;
  1465. settings.power = env->ssao_power;
  1466. settings.detail = env->ssao_detail;
  1467. settings.horizon = env->ssao_horizon;
  1468. settings.sharpness = env->ssao_sharpness;
  1469. settings.quality = ssao_quality;
  1470. settings.half_size = ssao_half_size;
  1471. settings.adaptive_target = ssao_adaptive_target;
  1472. settings.blur_passes = ssao_blur_passes;
  1473. settings.fadeout_from = ssao_fadeout_from;
  1474. settings.fadeout_to = ssao_fadeout_to;
  1475. settings.full_screen_size = Size2i(rb->width, rb->height);
  1476. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1477. settings.quarter_screen_size = Size2i(half_width, half_height);
  1478. storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
  1479. }
  1480. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1481. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1482. ERR_FAIL_COND(!rb);
  1483. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
  1484. //glow (if enabled)
  1485. CameraEffects *camfx = camera_effects_owner.getornull(p_render_data->camera_effects);
  1486. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1487. bool can_use_storage = _render_buffers_can_be_storage();
  1488. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1489. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1490. RD::get_singleton()->draw_command_begin_label("DOF");
  1491. if (rb->blur[0].texture.is_null()) {
  1492. _allocate_blur_textures(rb);
  1493. }
  1494. if (can_use_storage) {
  1495. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1496. storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[0].mipmaps[0].texture, rb->blur[1].mipmaps[0].texture, rb->blur[0].mipmaps[1].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
  1497. } else {
  1498. storage->get_effects()->blur_dof_raster(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->texture_fb, rb->blur[0].mipmaps[0].texture, rb->blur[0].mipmaps[0].fb, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, camfx->dof_blur_amount, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
  1499. }
  1500. RD::get_singleton()->draw_command_end_label();
  1501. }
  1502. if (can_use_effects && env && env->auto_exposure) {
  1503. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1504. if (rb->luminance.current.is_null()) {
  1505. _allocate_luminance_textures(rb);
  1506. }
  1507. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1508. rb->auto_exposure_version = env->auto_exposure_version;
  1509. double step = env->auto_exp_speed * time_step;
  1510. if (can_use_storage) {
  1511. storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1512. } else {
  1513. storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1514. }
  1515. //swap final reduce with prev luminance
  1516. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1517. if (!can_use_storage) {
  1518. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1519. }
  1520. RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
  1521. RD::get_singleton()->draw_command_end_label();
  1522. }
  1523. int max_glow_level = -1;
  1524. if (can_use_effects && env && env->glow_enabled) {
  1525. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1526. /* see that blur textures are allocated */
  1527. if (rb->blur[1].texture.is_null()) {
  1528. _allocate_blur_textures(rb);
  1529. }
  1530. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1531. if (env->glow_levels[i] > 0.0) {
  1532. if (i >= rb->blur[1].mipmaps.size()) {
  1533. max_glow_level = rb->blur[1].mipmaps.size() - 1;
  1534. } else {
  1535. max_glow_level = i;
  1536. }
  1537. }
  1538. }
  1539. for (int i = 0; i < (max_glow_level + 1); i++) {
  1540. int vp_w = rb->blur[1].mipmaps[i].width;
  1541. int vp_h = rb->blur[1].mipmaps[i].height;
  1542. if (i == 0) {
  1543. RID luminance_texture;
  1544. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  1545. luminance_texture = rb->luminance.current;
  1546. }
  1547. if (can_use_storage) {
  1548. storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1549. } else {
  1550. storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1551. }
  1552. } else {
  1553. if (can_use_storage) {
  1554. storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  1555. } else {
  1556. storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
  1557. }
  1558. }
  1559. }
  1560. RD::get_singleton()->draw_command_end_label();
  1561. }
  1562. {
  1563. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1564. //tonemap
  1565. EffectsRD::TonemapSettings tonemap;
  1566. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  1567. tonemap.use_auto_exposure = true;
  1568. tonemap.exposure_texture = rb->luminance.current;
  1569. tonemap.auto_exposure_grey = env->auto_exp_scale;
  1570. } else {
  1571. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1572. }
  1573. if (can_use_effects && env && env->glow_enabled) {
  1574. tonemap.use_glow = true;
  1575. tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
  1576. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  1577. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1578. tonemap.glow_levels[i] = env->glow_levels[i];
  1579. }
  1580. tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
  1581. tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
  1582. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1583. tonemap.glow_texture = rb->blur[1].texture;
  1584. } else {
  1585. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1586. }
  1587. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1588. tonemap.use_fxaa = true;
  1589. }
  1590. tonemap.use_debanding = rb->use_debanding;
  1591. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1592. if (env) {
  1593. tonemap.tonemap_mode = env->tone_mapper;
  1594. tonemap.white = env->white;
  1595. tonemap.exposure = env->exposure;
  1596. }
  1597. tonemap.use_color_correction = false;
  1598. tonemap.use_1d_color_correction = false;
  1599. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1600. if (can_use_effects && env) {
  1601. tonemap.use_bcs = env->adjustments_enabled;
  1602. tonemap.brightness = env->adjustments_brightness;
  1603. tonemap.contrast = env->adjustments_contrast;
  1604. tonemap.saturation = env->adjustments_saturation;
  1605. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1606. tonemap.use_color_correction = true;
  1607. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1608. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  1609. }
  1610. }
  1611. tonemap.view_count = p_render_data->view_count;
  1612. storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1613. RD::get_singleton()->draw_command_end_label();
  1614. }
  1615. storage->render_target_disable_clear_request(rb->render_target);
  1616. }
  1617. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  1618. EffectsRD *effects = storage->get_effects();
  1619. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1620. ERR_FAIL_COND(!rb);
  1621. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1622. if (p_shadow_atlas.is_valid()) {
  1623. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1624. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1625. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1626. }
  1627. }
  1628. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1629. if (directional_shadow_get_texture().is_valid()) {
  1630. RID shadow_atlas_texture = directional_shadow_get_texture();
  1631. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1632. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1633. }
  1634. }
  1635. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1636. RID decal_atlas = storage->decal_atlas_get_texture();
  1637. if (decal_atlas.is_valid()) {
  1638. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1639. effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  1640. }
  1641. }
  1642. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  1643. if (rb->luminance.current.is_valid()) {
  1644. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1645. effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  1646. }
  1647. }
  1648. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
  1649. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1650. RID ao_buf = rb->ssao.ao_final;
  1651. effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  1652. }
  1653. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  1654. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1655. effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  1656. }
  1657. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
  1658. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1659. RID ambient_texture = rb->ambient_buffer;
  1660. RID reflection_texture = rb->reflection_buffer;
  1661. effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
  1662. }
  1663. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  1664. if (p_occlusion_buffer.is_valid()) {
  1665. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1666. effects->copy_to_fb_rect(storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
  1667. }
  1668. }
  1669. }
  1670. void RendererSceneRenderRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
  1671. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  1672. ERR_FAIL_COND(!env);
  1673. env->adjustments_enabled = p_enable;
  1674. env->adjustments_brightness = p_brightness;
  1675. env->adjustments_contrast = p_contrast;
  1676. env->adjustments_saturation = p_saturation;
  1677. env->use_1d_color_correction = p_use_1d_color_correction;
  1678. env->color_correction = p_color_correction;
  1679. }
  1680. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  1681. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1682. ERR_FAIL_COND_V(!rb, RID());
  1683. if (!rb->blur[0].texture.is_valid()) {
  1684. return RID(); //not valid at the moment
  1685. }
  1686. return rb->blur[0].texture;
  1687. }
  1688. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  1689. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1690. ERR_FAIL_COND_V(!rb, RID());
  1691. return rb->ssao.ao_final;
  1692. }
  1693. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  1694. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1695. ERR_FAIL_COND_V(!rb, RID());
  1696. if (rb->gi.voxel_gi_buffer.is_null()) {
  1697. rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
  1698. }
  1699. return rb->gi.voxel_gi_buffer;
  1700. }
  1701. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  1702. return gi.default_voxel_gi_buffer;
  1703. }
  1704. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  1705. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1706. ERR_FAIL_COND_V(!rb, RID());
  1707. return rb->ambient_buffer;
  1708. }
  1709. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  1710. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1711. ERR_FAIL_COND_V(!rb, RID());
  1712. return rb->reflection_buffer;
  1713. }
  1714. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  1715. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1716. ERR_FAIL_COND_V(!rb, 0);
  1717. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1718. return rb->sdfgi->cascades.size();
  1719. }
  1720. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  1721. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1722. ERR_FAIL_COND_V(!rb, false);
  1723. return rb->sdfgi != nullptr;
  1724. }
  1725. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  1726. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1727. ERR_FAIL_COND_V(!rb, RID());
  1728. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1729. return rb->sdfgi->lightprobe_texture;
  1730. }
  1731. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1732. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1733. ERR_FAIL_COND_V(!rb, Vector3());
  1734. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  1735. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  1736. return Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[p_cascade].position)) * rb->sdfgi->cascades[p_cascade].cell_size;
  1737. }
  1738. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1739. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1740. ERR_FAIL_COND_V(!rb, Vector3i());
  1741. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  1742. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  1743. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
  1744. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  1745. }
  1746. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  1747. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1748. ERR_FAIL_COND_V(!rb, 0);
  1749. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1750. return rb->sdfgi->normal_bias;
  1751. }
  1752. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  1753. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1754. ERR_FAIL_COND_V(!rb, 0);
  1755. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1756. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  1757. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  1758. }
  1759. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  1760. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1761. ERR_FAIL_COND_V(!rb, 0);
  1762. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1763. return rb->sdfgi->probe_axis_count;
  1764. }
  1765. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  1766. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1767. ERR_FAIL_COND_V(!rb, 0);
  1768. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1769. return rb->sdfgi->cascade_size;
  1770. }
  1771. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  1772. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1773. ERR_FAIL_COND_V(!rb, false);
  1774. ERR_FAIL_COND_V(!rb->sdfgi, false);
  1775. return rb->sdfgi->uses_occlusion;
  1776. }
  1777. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  1778. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1779. ERR_FAIL_COND_V(!rb, 0.0);
  1780. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  1781. return rb->sdfgi->energy;
  1782. }
  1783. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  1784. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1785. ERR_FAIL_COND_V(!rb, RID());
  1786. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1787. return rb->sdfgi->occlusion_texture;
  1788. }
  1789. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  1790. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1791. ERR_FAIL_COND_V(!rb, false);
  1792. return rb->volumetric_fog != nullptr;
  1793. }
  1794. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  1795. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1796. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  1797. return rb->volumetric_fog->fog_map;
  1798. }
  1799. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  1800. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1801. ERR_FAIL_COND_V(!rb, RID());
  1802. if (!rb->volumetric_fog) {
  1803. return RID();
  1804. }
  1805. return rb->volumetric_fog->sky_uniform_set;
  1806. }
  1807. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  1808. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1809. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  1810. return rb->volumetric_fog->length;
  1811. }
  1812. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  1813. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1814. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  1815. return rb->volumetric_fog->spread;
  1816. }
  1817. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  1818. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1819. }
  1820. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  1821. return true;
  1822. }
  1823. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
  1824. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  1825. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1826. rb->width = p_width;
  1827. rb->height = p_height;
  1828. rb->render_target = p_render_target;
  1829. rb->msaa = p_msaa;
  1830. rb->screen_space_aa = p_screen_space_aa;
  1831. rb->use_debanding = p_use_debanding;
  1832. rb->view_count = p_view_count;
  1833. if (is_clustered_enabled()) {
  1834. if (rb->cluster_builder == nullptr) {
  1835. rb->cluster_builder = memnew(ClusterBuilderRD);
  1836. }
  1837. rb->cluster_builder->set_shared(&cluster_builder_shared);
  1838. }
  1839. _free_render_buffer_data(rb);
  1840. {
  1841. RD::TextureFormat tf;
  1842. if (rb->view_count > 1) {
  1843. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1844. }
  1845. tf.format = _render_buffers_get_color_format();
  1846. tf.width = rb->width;
  1847. tf.height = rb->height;
  1848. tf.array_layers = rb->view_count; // create a layer for every view
  1849. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  1850. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1851. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  1852. } else {
  1853. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1854. }
  1855. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1856. }
  1857. {
  1858. RD::TextureFormat tf;
  1859. if (rb->view_count > 1) {
  1860. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1861. }
  1862. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  1863. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
  1864. } else {
  1865. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1866. }
  1867. tf.width = p_width;
  1868. tf.height = p_height;
  1869. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1870. tf.array_layers = rb->view_count; // create a layer for every view
  1871. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1872. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1873. } else {
  1874. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1875. }
  1876. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1877. }
  1878. if (!_render_buffers_can_be_storage()) {
  1879. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  1880. Vector<RID> fb;
  1881. fb.push_back(rb->texture);
  1882. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  1883. }
  1884. rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa, p_view_count);
  1885. if (is_clustered_enabled()) {
  1886. rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
  1887. }
  1888. }
  1889. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  1890. gi.half_resolution = p_enable;
  1891. }
  1892. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  1893. sss_quality = p_quality;
  1894. }
  1895. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  1896. return sss_quality;
  1897. }
  1898. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  1899. sss_scale = p_scale;
  1900. sss_depth_scale = p_depth_scale;
  1901. }
  1902. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  1903. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  1904. if (shadows_quality != p_quality) {
  1905. shadows_quality = p_quality;
  1906. switch (shadows_quality) {
  1907. case RS::SHADOW_QUALITY_HARD: {
  1908. penumbra_shadow_samples = 4;
  1909. soft_shadow_samples = 1;
  1910. shadows_quality_radius = 1.0;
  1911. } break;
  1912. case RS::SHADOW_QUALITY_SOFT_LOW: {
  1913. penumbra_shadow_samples = 8;
  1914. soft_shadow_samples = 4;
  1915. shadows_quality_radius = 2.0;
  1916. } break;
  1917. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  1918. penumbra_shadow_samples = 12;
  1919. soft_shadow_samples = 8;
  1920. shadows_quality_radius = 2.0;
  1921. } break;
  1922. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  1923. penumbra_shadow_samples = 24;
  1924. soft_shadow_samples = 16;
  1925. shadows_quality_radius = 3.0;
  1926. } break;
  1927. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  1928. penumbra_shadow_samples = 32;
  1929. soft_shadow_samples = 32;
  1930. shadows_quality_radius = 4.0;
  1931. } break;
  1932. case RS::SHADOW_QUALITY_MAX:
  1933. break;
  1934. }
  1935. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  1936. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  1937. }
  1938. _update_shader_quality_settings();
  1939. }
  1940. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  1941. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  1942. if (directional_shadow_quality != p_quality) {
  1943. directional_shadow_quality = p_quality;
  1944. switch (directional_shadow_quality) {
  1945. case RS::SHADOW_QUALITY_HARD: {
  1946. directional_penumbra_shadow_samples = 4;
  1947. directional_soft_shadow_samples = 1;
  1948. directional_shadow_quality_radius = 1.0;
  1949. } break;
  1950. case RS::SHADOW_QUALITY_SOFT_LOW: {
  1951. directional_penumbra_shadow_samples = 8;
  1952. directional_soft_shadow_samples = 4;
  1953. directional_shadow_quality_radius = 2.0;
  1954. } break;
  1955. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  1956. directional_penumbra_shadow_samples = 12;
  1957. directional_soft_shadow_samples = 8;
  1958. directional_shadow_quality_radius = 2.0;
  1959. } break;
  1960. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  1961. directional_penumbra_shadow_samples = 24;
  1962. directional_soft_shadow_samples = 16;
  1963. directional_shadow_quality_radius = 3.0;
  1964. } break;
  1965. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  1966. directional_penumbra_shadow_samples = 32;
  1967. directional_soft_shadow_samples = 32;
  1968. directional_shadow_quality_radius = 4.0;
  1969. } break;
  1970. case RS::SHADOW_QUALITY_MAX:
  1971. break;
  1972. }
  1973. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  1974. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  1975. }
  1976. _update_shader_quality_settings();
  1977. }
  1978. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  1979. if (decals_filter == p_filter) {
  1980. return;
  1981. }
  1982. decals_filter = p_filter;
  1983. _update_shader_quality_settings();
  1984. }
  1985. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  1986. if (light_projectors_filter == p_filter) {
  1987. return;
  1988. }
  1989. light_projectors_filter = p_filter;
  1990. _update_shader_quality_settings();
  1991. }
  1992. int RendererSceneRenderRD::get_roughness_layers() const {
  1993. return sky.roughness_layers;
  1994. }
  1995. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  1996. return sky.sky_use_cubemap_array;
  1997. }
  1998. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  1999. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2000. ERR_FAIL_COND_V(!rb, nullptr);
  2001. return rb->data;
  2002. }
  2003. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2004. cluster.reflection_count = 0;
  2005. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2006. if (cluster.reflection_count == cluster.max_reflections) {
  2007. break;
  2008. }
  2009. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflections[i]);
  2010. if (!rpi) {
  2011. continue;
  2012. }
  2013. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2014. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2015. cluster.reflection_count++;
  2016. }
  2017. if (cluster.reflection_count > 0) {
  2018. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2019. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2020. }
  2021. bool using_forward_ids = _uses_forward_ids();
  2022. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2023. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2024. if (using_forward_ids) {
  2025. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2026. }
  2027. RID base_probe = rpi->probe;
  2028. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2029. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  2030. rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
  2031. reflection_ubo.box_extents[0] = extents.x;
  2032. reflection_ubo.box_extents[1] = extents.y;
  2033. reflection_ubo.box_extents[2] = extents.z;
  2034. reflection_ubo.index = rpi->atlas_index;
  2035. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  2036. reflection_ubo.box_offset[0] = origin_offset.x;
  2037. reflection_ubo.box_offset[1] = origin_offset.y;
  2038. reflection_ubo.box_offset[2] = origin_offset.z;
  2039. reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
  2040. reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
  2041. reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
  2042. reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
  2043. reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
  2044. Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
  2045. float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
  2046. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2047. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2048. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2049. Transform3D transform = rpi->transform;
  2050. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2051. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  2052. if (current_cluster_builder != nullptr) {
  2053. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2054. }
  2055. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2056. }
  2057. if (cluster.reflection_count) {
  2058. RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(Cluster::ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2059. }
  2060. }
  2061. void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
  2062. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2063. r_directional_light_count = 0;
  2064. r_positional_light_count = 0;
  2065. sky.sky_scene_state.ubo.directional_light_count = 0;
  2066. Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  2067. cluster.omni_light_count = 0;
  2068. cluster.spot_light_count = 0;
  2069. r_directional_light_soft_shadows = false;
  2070. for (int i = 0; i < (int)p_lights.size(); i++) {
  2071. LightInstance *li = light_instance_owner.getornull(p_lights[i]);
  2072. if (!li) {
  2073. continue;
  2074. }
  2075. RID base = li->light;
  2076. ERR_CONTINUE(base.is_null());
  2077. RS::LightType type = storage->light_get_type(base);
  2078. switch (type) {
  2079. case RS::LIGHT_DIRECTIONAL: {
  2080. // Copy to SkyDirectionalLightData
  2081. if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
  2082. RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
  2083. Transform3D light_transform = li->transform;
  2084. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  2085. sky_light_data.direction[0] = world_direction.x;
  2086. sky_light_data.direction[1] = world_direction.y;
  2087. sky_light_data.direction[2] = -world_direction.z;
  2088. float sign = storage->light_is_negative(base) ? -1 : 1;
  2089. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  2090. Color linear_col = storage->light_get_color(base).to_linear();
  2091. sky_light_data.color[0] = linear_col.r;
  2092. sky_light_data.color[1] = linear_col.g;
  2093. sky_light_data.color[2] = linear_col.b;
  2094. sky_light_data.enabled = true;
  2095. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2096. if (angular_diameter > 0.0) {
  2097. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2098. // technically this will keep expanding until reaching the sun, but all we care
  2099. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2100. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2101. if (storage->light_has_shadow(base)) {
  2102. r_directional_light_soft_shadows = true;
  2103. }
  2104. } else {
  2105. angular_diameter = 0.0;
  2106. }
  2107. sky_light_data.size = angular_diameter;
  2108. sky.sky_scene_state.ubo.directional_light_count++;
  2109. }
  2110. if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
  2111. continue;
  2112. }
  2113. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2114. Transform3D light_transform = li->transform;
  2115. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2116. light_data.direction[0] = direction.x;
  2117. light_data.direction[1] = direction.y;
  2118. light_data.direction[2] = direction.z;
  2119. float sign = storage->light_is_negative(base) ? -1 : 1;
  2120. light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2121. Color linear_col = storage->light_get_color(base).to_linear();
  2122. light_data.color[0] = linear_col.r;
  2123. light_data.color[1] = linear_col.g;
  2124. light_data.color[2] = linear_col.b;
  2125. light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2126. light_data.mask = storage->light_get_cull_mask(base);
  2127. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2128. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2129. Color shadow_col = storage->light_get_shadow_color(base).to_linear();
  2130. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2131. light_data.shadow_color1[0] = 1.0;
  2132. light_data.shadow_color1[1] = 0.0;
  2133. light_data.shadow_color1[2] = 0.0;
  2134. light_data.shadow_color1[3] = 1.0;
  2135. light_data.shadow_color2[0] = 0.0;
  2136. light_data.shadow_color2[1] = 1.0;
  2137. light_data.shadow_color2[2] = 0.0;
  2138. light_data.shadow_color2[3] = 1.0;
  2139. light_data.shadow_color3[0] = 0.0;
  2140. light_data.shadow_color3[1] = 0.0;
  2141. light_data.shadow_color3[2] = 1.0;
  2142. light_data.shadow_color3[3] = 1.0;
  2143. light_data.shadow_color4[0] = 1.0;
  2144. light_data.shadow_color4[1] = 1.0;
  2145. light_data.shadow_color4[2] = 0.0;
  2146. light_data.shadow_color4[3] = 1.0;
  2147. } else {
  2148. light_data.shadow_color1[0] = shadow_col.r;
  2149. light_data.shadow_color1[1] = shadow_col.g;
  2150. light_data.shadow_color1[2] = shadow_col.b;
  2151. light_data.shadow_color1[3] = 1.0;
  2152. light_data.shadow_color2[0] = shadow_col.r;
  2153. light_data.shadow_color2[1] = shadow_col.g;
  2154. light_data.shadow_color2[2] = shadow_col.b;
  2155. light_data.shadow_color2[3] = 1.0;
  2156. light_data.shadow_color3[0] = shadow_col.r;
  2157. light_data.shadow_color3[1] = shadow_col.g;
  2158. light_data.shadow_color3[2] = shadow_col.b;
  2159. light_data.shadow_color3[3] = 1.0;
  2160. light_data.shadow_color4[0] = shadow_col.r;
  2161. light_data.shadow_color4[1] = shadow_col.g;
  2162. light_data.shadow_color4[2] = shadow_col.b;
  2163. light_data.shadow_color4[3] = 1.0;
  2164. }
  2165. light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
  2166. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2167. if (angular_diameter > 0.0) {
  2168. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2169. // technically this will keep expanding until reaching the sun, but all we care
  2170. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2171. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2172. } else {
  2173. angular_diameter = 0.0;
  2174. }
  2175. if (light_data.shadow_enabled) {
  2176. RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
  2177. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2178. light_data.blend_splits = storage->light_directional_get_blend_splits(base);
  2179. for (int j = 0; j < 4; j++) {
  2180. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2181. CameraMatrix matrix = li->shadow_transform[j].camera;
  2182. float split = li->shadow_transform[MIN(limit, j)].split;
  2183. CameraMatrix bias;
  2184. bias.set_light_bias();
  2185. CameraMatrix rectm;
  2186. rectm.set_light_atlas_rect(atlas_rect);
  2187. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2188. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2189. light_data.shadow_split_offsets[j] = split;
  2190. float bias_scale = li->shadow_transform[j].bias_scale;
  2191. light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
  2192. light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2193. light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
  2194. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2195. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2196. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2197. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2198. uv_scale *= atlas_rect.size; //adapt to atlas size
  2199. switch (j) {
  2200. case 0: {
  2201. light_data.uv_scale1[0] = uv_scale.x;
  2202. light_data.uv_scale1[1] = uv_scale.y;
  2203. } break;
  2204. case 1: {
  2205. light_data.uv_scale2[0] = uv_scale.x;
  2206. light_data.uv_scale2[1] = uv_scale.y;
  2207. } break;
  2208. case 2: {
  2209. light_data.uv_scale3[0] = uv_scale.x;
  2210. light_data.uv_scale3[1] = uv_scale.y;
  2211. } break;
  2212. case 3: {
  2213. light_data.uv_scale4[0] = uv_scale.x;
  2214. light_data.uv_scale4[1] = uv_scale.y;
  2215. } break;
  2216. }
  2217. }
  2218. float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2219. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2220. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2221. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2222. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2223. light_data.softshadow_angle = angular_diameter;
  2224. light_data.bake_mode = storage->light_get_bake_mode(base);
  2225. if (angular_diameter <= 0.0) {
  2226. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2227. }
  2228. }
  2229. r_directional_light_count++;
  2230. } break;
  2231. case RS::LIGHT_OMNI: {
  2232. if (cluster.omni_light_count >= cluster.max_lights) {
  2233. continue;
  2234. }
  2235. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2236. cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2237. cluster.omni_light_count++;
  2238. } break;
  2239. case RS::LIGHT_SPOT: {
  2240. if (cluster.spot_light_count >= cluster.max_lights) {
  2241. continue;
  2242. }
  2243. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2244. cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2245. cluster.spot_light_count++;
  2246. } break;
  2247. }
  2248. li->last_pass = RSG::rasterizer->get_frame_number();
  2249. }
  2250. if (cluster.omni_light_count) {
  2251. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2252. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2253. }
  2254. if (cluster.spot_light_count) {
  2255. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2256. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2257. }
  2258. ShadowAtlas *shadow_atlas = nullptr;
  2259. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2260. shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  2261. }
  2262. bool using_forward_ids = _uses_forward_ids();
  2263. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2264. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2265. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2266. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2267. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2268. RID base = li->light;
  2269. if (using_forward_ids) {
  2270. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2271. }
  2272. Transform3D light_transform = li->transform;
  2273. float sign = storage->light_is_negative(base) ? -1 : 1;
  2274. Color linear_col = storage->light_get_color(base).to_linear();
  2275. light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2276. float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2277. light_data.color[0] = linear_col.r * energy;
  2278. light_data.color[1] = linear_col.g * energy;
  2279. light_data.color[2] = linear_col.b * energy;
  2280. light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2281. light_data.bake_mode = storage->light_get_bake_mode(base);
  2282. float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2283. light_data.inv_radius = 1.0 / radius;
  2284. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2285. light_data.position[0] = pos.x;
  2286. light_data.position[1] = pos.y;
  2287. light_data.position[2] = pos.z;
  2288. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2289. light_data.direction[0] = direction.x;
  2290. light_data.direction[1] = direction.y;
  2291. light_data.direction[2] = direction.z;
  2292. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2293. light_data.size = size;
  2294. light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2295. float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2296. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2297. light_data.mask = storage->light_get_cull_mask(base);
  2298. light_data.atlas_rect[0] = 0;
  2299. light_data.atlas_rect[1] = 0;
  2300. light_data.atlas_rect[2] = 0;
  2301. light_data.atlas_rect[3] = 0;
  2302. RID projector = storage->light_get_projector(base);
  2303. if (projector.is_valid()) {
  2304. Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
  2305. if (type == RS::LIGHT_SPOT) {
  2306. light_data.projector_rect[0] = rect.position.x;
  2307. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2308. light_data.projector_rect[2] = rect.size.width;
  2309. light_data.projector_rect[3] = -rect.size.height;
  2310. } else {
  2311. light_data.projector_rect[0] = rect.position.x;
  2312. light_data.projector_rect[1] = rect.position.y;
  2313. light_data.projector_rect[2] = rect.size.width;
  2314. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2315. }
  2316. } else {
  2317. light_data.projector_rect[0] = 0;
  2318. light_data.projector_rect[1] = 0;
  2319. light_data.projector_rect[2] = 0;
  2320. light_data.projector_rect[3] = 0;
  2321. }
  2322. if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
  2323. // fill in the shadow information
  2324. light_data.shadow_enabled = true;
  2325. if (type == RS::LIGHT_SPOT) {
  2326. light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
  2327. float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
  2328. shadow_texel_size *= light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2329. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
  2330. } else { //omni
  2331. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
  2332. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2333. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
  2334. }
  2335. light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
  2336. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas);
  2337. light_data.atlas_rect[0] = rect.position.x;
  2338. light_data.atlas_rect[1] = rect.position.y;
  2339. light_data.atlas_rect[2] = rect.size.width;
  2340. light_data.atlas_rect[3] = rect.size.height;
  2341. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2342. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2343. if (type == RS::LIGHT_OMNI) {
  2344. light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
  2345. Transform3D proj = (inverse_transform * light_transform).inverse();
  2346. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  2347. if (size > 0.0) {
  2348. light_data.soft_shadow_size = size;
  2349. } else {
  2350. light_data.soft_shadow_size = 0.0;
  2351. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2352. }
  2353. } else if (type == RS::LIGHT_SPOT) {
  2354. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2355. CameraMatrix bias;
  2356. bias.set_light_bias();
  2357. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2358. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  2359. if (size > 0.0) {
  2360. CameraMatrix cm = li->shadow_transform[0].camera;
  2361. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2362. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2363. } else {
  2364. light_data.soft_shadow_size = 0.0;
  2365. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2366. }
  2367. }
  2368. } else {
  2369. light_data.shadow_enabled = false;
  2370. }
  2371. li->cull_mask = storage->light_get_cull_mask(base);
  2372. if (current_cluster_builder != nullptr) {
  2373. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2374. }
  2375. r_positional_light_count++;
  2376. }
  2377. //update without barriers
  2378. if (cluster.omni_light_count) {
  2379. RD::get_singleton()->buffer_update(cluster.omni_light_buffer, 0, sizeof(Cluster::LightData) * cluster.omni_light_count, cluster.omni_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2380. }
  2381. if (cluster.spot_light_count) {
  2382. RD::get_singleton()->buffer_update(cluster.spot_light_buffer, 0, sizeof(Cluster::LightData) * cluster.spot_light_count, cluster.spot_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2383. }
  2384. if (r_directional_light_count) {
  2385. RD::get_singleton()->buffer_update(cluster.directional_light_buffer, 0, sizeof(Cluster::DirectionalLightData) * r_directional_light_count, cluster.directional_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2386. }
  2387. }
  2388. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2389. Transform3D uv_xform;
  2390. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2391. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2392. uint32_t decal_count = p_decals.size();
  2393. cluster.decal_count = 0;
  2394. for (uint32_t i = 0; i < decal_count; i++) {
  2395. if (cluster.decal_count == cluster.max_decals) {
  2396. break;
  2397. }
  2398. DecalInstance *di = decal_instance_owner.getornull(p_decals[i]);
  2399. if (!di) {
  2400. continue;
  2401. }
  2402. RID decal = di->decal;
  2403. Transform3D xform = di->transform;
  2404. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2405. if (storage->decal_is_distance_fade_enabled(decal)) {
  2406. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2407. float fade_length = storage->decal_get_distance_fade_length(decal);
  2408. if (distance > fade_begin) {
  2409. if (distance > fade_begin + fade_length) {
  2410. continue; // do not use this decal, its invisible
  2411. }
  2412. }
  2413. }
  2414. cluster.decal_sort[cluster.decal_count].instance = di;
  2415. cluster.decal_sort[cluster.decal_count].depth = distance;
  2416. cluster.decal_count++;
  2417. }
  2418. if (cluster.decal_count > 0) {
  2419. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2420. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2421. }
  2422. bool using_forward_ids = _uses_forward_ids();
  2423. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2424. DecalInstance *di = cluster.decal_sort[i].instance;
  2425. RID decal = di->decal;
  2426. if (using_forward_ids) {
  2427. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2428. }
  2429. di->cull_mask = storage->decal_get_cull_mask(decal);
  2430. Transform3D xform = di->transform;
  2431. float fade = 1.0;
  2432. if (storage->decal_is_distance_fade_enabled(decal)) {
  2433. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2434. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2435. float fade_length = storage->decal_get_distance_fade_length(decal);
  2436. if (distance > fade_begin) {
  2437. fade = 1.0 - (distance - fade_begin) / fade_length;
  2438. }
  2439. }
  2440. Cluster::DecalData &dd = cluster.decals[i];
  2441. Vector3 decal_extents = storage->decal_get_extents(decal);
  2442. Transform3D scale_xform;
  2443. scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
  2444. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2445. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  2446. Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
  2447. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2448. dd.normal[0] = normal.x;
  2449. dd.normal[1] = normal.y;
  2450. dd.normal[2] = normal.z;
  2451. dd.normal_fade = storage->decal_get_normal_fade(decal);
  2452. RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2453. RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2454. if (albedo_tex.is_valid()) {
  2455. Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
  2456. dd.albedo_rect[0] = rect.position.x;
  2457. dd.albedo_rect[1] = rect.position.y;
  2458. dd.albedo_rect[2] = rect.size.x;
  2459. dd.albedo_rect[3] = rect.size.y;
  2460. } else {
  2461. if (!emission_tex.is_valid()) {
  2462. continue; //no albedo, no emission, no decal.
  2463. }
  2464. dd.albedo_rect[0] = 0;
  2465. dd.albedo_rect[1] = 0;
  2466. dd.albedo_rect[2] = 0;
  2467. dd.albedo_rect[3] = 0;
  2468. }
  2469. RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2470. if (normal_tex.is_valid()) {
  2471. Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
  2472. dd.normal_rect[0] = rect.position.x;
  2473. dd.normal_rect[1] = rect.position.y;
  2474. dd.normal_rect[2] = rect.size.x;
  2475. dd.normal_rect[3] = rect.size.y;
  2476. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2477. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  2478. } else {
  2479. dd.normal_rect[0] = 0;
  2480. dd.normal_rect[1] = 0;
  2481. dd.normal_rect[2] = 0;
  2482. dd.normal_rect[3] = 0;
  2483. }
  2484. RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2485. if (orm_tex.is_valid()) {
  2486. Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
  2487. dd.orm_rect[0] = rect.position.x;
  2488. dd.orm_rect[1] = rect.position.y;
  2489. dd.orm_rect[2] = rect.size.x;
  2490. dd.orm_rect[3] = rect.size.y;
  2491. } else {
  2492. dd.orm_rect[0] = 0;
  2493. dd.orm_rect[1] = 0;
  2494. dd.orm_rect[2] = 0;
  2495. dd.orm_rect[3] = 0;
  2496. }
  2497. if (emission_tex.is_valid()) {
  2498. Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
  2499. dd.emission_rect[0] = rect.position.x;
  2500. dd.emission_rect[1] = rect.position.y;
  2501. dd.emission_rect[2] = rect.size.x;
  2502. dd.emission_rect[3] = rect.size.y;
  2503. } else {
  2504. dd.emission_rect[0] = 0;
  2505. dd.emission_rect[1] = 0;
  2506. dd.emission_rect[2] = 0;
  2507. dd.emission_rect[3] = 0;
  2508. }
  2509. Color modulate = storage->decal_get_modulate(decal);
  2510. dd.modulate[0] = modulate.r;
  2511. dd.modulate[1] = modulate.g;
  2512. dd.modulate[2] = modulate.b;
  2513. dd.modulate[3] = modulate.a * fade;
  2514. dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
  2515. dd.albedo_mix = storage->decal_get_albedo_mix(decal);
  2516. dd.mask = storage->decal_get_cull_mask(decal);
  2517. dd.upper_fade = storage->decal_get_upper_fade(decal);
  2518. dd.lower_fade = storage->decal_get_lower_fade(decal);
  2519. if (current_cluster_builder != nullptr) {
  2520. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2521. }
  2522. }
  2523. if (cluster.decal_count > 0) {
  2524. RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * cluster.decal_count, cluster.decals, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2525. }
  2526. }
  2527. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  2528. ERR_FAIL_COND(!rb->volumetric_fog);
  2529. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  2530. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  2531. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  2532. if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  2533. RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
  2534. }
  2535. if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
  2536. RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
  2537. }
  2538. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2539. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  2540. }
  2541. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  2542. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  2543. }
  2544. memdelete(rb->volumetric_fog);
  2545. rb->volumetric_fog = nullptr;
  2546. }
  2547. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count) {
  2548. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  2549. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2550. ERR_FAIL_COND(!rb);
  2551. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  2552. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  2553. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  2554. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  2555. if (rb->volumetric_fog) {
  2556. //validate
  2557. if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
  2558. _volumetric_fog_erase(rb);
  2559. }
  2560. }
  2561. if (!env || !env->volumetric_fog_enabled) {
  2562. //no reason to enable or update, bye
  2563. return;
  2564. }
  2565. RENDER_TIMESTAMP(">Volumetric Fog");
  2566. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  2567. //required volumetric fog but not existing, create
  2568. rb->volumetric_fog = memnew(VolumetricFog);
  2569. rb->volumetric_fog->width = target_width;
  2570. rb->volumetric_fog->height = target_height;
  2571. rb->volumetric_fog->depth = volumetric_fog_depth;
  2572. RD::TextureFormat tf;
  2573. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2574. tf.width = target_width;
  2575. tf.height = target_height;
  2576. tf.depth = volumetric_fog_depth;
  2577. tf.texture_type = RD::TEXTURE_TYPE_3D;
  2578. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  2579. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2580. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2581. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2582. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  2583. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  2584. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2585. Vector<RD::Uniform> uniforms;
  2586. {
  2587. RD::Uniform u;
  2588. u.binding = 0;
  2589. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2590. u.ids.push_back(rb->volumetric_fog->fog_map);
  2591. uniforms.push_back(u);
  2592. }
  2593. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  2594. }
  2595. //update volumetric fog
  2596. if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  2597. //re create uniform set if needed
  2598. Vector<RD::Uniform> uniforms;
  2599. {
  2600. RD::Uniform u;
  2601. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2602. u.binding = 1;
  2603. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  2604. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  2605. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2606. } else {
  2607. u.ids.push_back(shadow_atlas->depth);
  2608. }
  2609. uniforms.push_back(u);
  2610. }
  2611. {
  2612. RD::Uniform u;
  2613. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2614. u.binding = 2;
  2615. if (directional_shadow.depth.is_valid()) {
  2616. u.ids.push_back(directional_shadow.depth);
  2617. } else {
  2618. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2619. }
  2620. uniforms.push_back(u);
  2621. }
  2622. {
  2623. RD::Uniform u;
  2624. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2625. u.binding = 3;
  2626. u.ids.push_back(get_omni_light_buffer());
  2627. uniforms.push_back(u);
  2628. }
  2629. {
  2630. RD::Uniform u;
  2631. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2632. u.binding = 4;
  2633. u.ids.push_back(get_spot_light_buffer());
  2634. uniforms.push_back(u);
  2635. }
  2636. {
  2637. RD::Uniform u;
  2638. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2639. u.binding = 5;
  2640. u.ids.push_back(get_directional_light_buffer());
  2641. uniforms.push_back(u);
  2642. }
  2643. {
  2644. RD::Uniform u;
  2645. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2646. u.binding = 6;
  2647. u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
  2648. uniforms.push_back(u);
  2649. }
  2650. {
  2651. RD::Uniform u;
  2652. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2653. u.binding = 7;
  2654. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2655. uniforms.push_back(u);
  2656. }
  2657. {
  2658. RD::Uniform u;
  2659. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2660. u.binding = 8;
  2661. u.ids.push_back(rb->volumetric_fog->light_density_map);
  2662. uniforms.push_back(u);
  2663. }
  2664. {
  2665. RD::Uniform u;
  2666. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2667. u.binding = 9;
  2668. u.ids.push_back(rb->volumetric_fog->fog_map);
  2669. uniforms.push_back(u);
  2670. }
  2671. {
  2672. RD::Uniform u;
  2673. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2674. u.binding = 10;
  2675. u.ids.push_back(shadow_sampler);
  2676. uniforms.push_back(u);
  2677. }
  2678. {
  2679. RD::Uniform u;
  2680. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2681. u.binding = 11;
  2682. u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  2683. uniforms.push_back(u);
  2684. }
  2685. {
  2686. RD::Uniform u;
  2687. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2688. u.binding = 12;
  2689. for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
  2690. u.ids.push_back(rb->gi.voxel_gi_textures[i]);
  2691. }
  2692. uniforms.push_back(u);
  2693. }
  2694. {
  2695. RD::Uniform u;
  2696. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2697. u.binding = 13;
  2698. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2699. uniforms.push_back(u);
  2700. }
  2701. {
  2702. RD::Uniform u;
  2703. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2704. u.binding = 14;
  2705. u.ids.push_back(volumetric_fog.params_ubo);
  2706. uniforms.push_back(u);
  2707. }
  2708. {
  2709. RD::Uniform u;
  2710. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2711. u.binding = 15;
  2712. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  2713. uniforms.push_back(u);
  2714. }
  2715. rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  2716. SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
  2717. rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  2718. }
  2719. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  2720. if (using_sdfgi) {
  2721. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2722. Vector<RD::Uniform> uniforms;
  2723. {
  2724. RD::Uniform u;
  2725. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2726. u.binding = 0;
  2727. u.ids.push_back(gi.sdfgi_ubo);
  2728. uniforms.push_back(u);
  2729. }
  2730. {
  2731. RD::Uniform u;
  2732. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2733. u.binding = 1;
  2734. u.ids.push_back(rb->sdfgi->ambient_texture);
  2735. uniforms.push_back(u);
  2736. }
  2737. {
  2738. RD::Uniform u;
  2739. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2740. u.binding = 2;
  2741. u.ids.push_back(rb->sdfgi->occlusion_texture);
  2742. uniforms.push_back(u);
  2743. }
  2744. rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
  2745. }
  2746. }
  2747. rb->volumetric_fog->length = env->volumetric_fog_length;
  2748. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  2749. VolumetricFogShader::ParamsUBO params;
  2750. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  2751. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  2752. float z_near = p_cam_projection.get_z_near();
  2753. float z_far = p_cam_projection.get_z_far();
  2754. float fog_end = env->volumetric_fog_length;
  2755. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  2756. Vector2 fog_near_size;
  2757. if (p_cam_projection.is_orthogonal()) {
  2758. fog_near_size = fog_far_size;
  2759. } else {
  2760. fog_near_size = Vector2();
  2761. }
  2762. params.fog_frustum_size_begin[0] = fog_near_size.x;
  2763. params.fog_frustum_size_begin[1] = fog_near_size.y;
  2764. params.fog_frustum_size_end[0] = fog_far_size.x;
  2765. params.fog_frustum_size_end[1] = fog_far_size.y;
  2766. params.z_near = z_near;
  2767. params.z_far = z_far;
  2768. params.fog_frustum_end = fog_end;
  2769. params.fog_volume_size[0] = rb->volumetric_fog->width;
  2770. params.fog_volume_size[1] = rb->volumetric_fog->height;
  2771. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  2772. params.directional_light_count = p_directional_light_count;
  2773. Color light = env->volumetric_fog_light.to_linear();
  2774. params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
  2775. params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
  2776. params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
  2777. params.base_density = env->volumetric_fog_density;
  2778. params.detail_spread = env->volumetric_fog_detail_spread;
  2779. params.gi_inject = env->volumetric_fog_gi_inject;
  2780. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  2781. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  2782. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  2783. params.cam_rotation[3] = 0;
  2784. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  2785. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  2786. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  2787. params.cam_rotation[7] = 0;
  2788. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  2789. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  2790. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  2791. params.cam_rotation[11] = 0;
  2792. params.filter_axis = 0;
  2793. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  2794. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  2795. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  2796. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  2797. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  2798. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  2799. {
  2800. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  2801. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  2802. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  2803. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  2804. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
  2805. params.cluster_width = cluster_screen_width;
  2806. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  2807. params.screen_size[0] = rb->width;
  2808. params.screen_size[1] = rb->height;
  2809. }
  2810. /* Vector2 dssize = directional_shadow_get_size();
  2811. push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
  2812. push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
  2813. */
  2814. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  2815. RENDER_TIMESTAMP("Render Fog");
  2816. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  2817. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  2818. bool use_filter = volumetric_fog_filter_active;
  2819. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
  2820. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  2821. if (using_sdfgi) {
  2822. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  2823. }
  2824. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  2825. RD::get_singleton()->draw_command_end_label();
  2826. RD::get_singleton()->compute_list_end();
  2827. RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
  2828. compute_list = RD::get_singleton()->compute_list_begin();
  2829. if (use_filter) {
  2830. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  2831. RENDER_TIMESTAMP("Filter Fog");
  2832. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  2833. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  2834. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  2835. RD::get_singleton()->compute_list_end();
  2836. //need restart for buffer update
  2837. params.filter_axis = 1;
  2838. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  2839. compute_list = RD::get_singleton()->compute_list_begin();
  2840. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  2841. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
  2842. if (using_sdfgi) {
  2843. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  2844. }
  2845. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  2846. RD::get_singleton()->compute_list_add_barrier(compute_list);
  2847. RD::get_singleton()->draw_command_end_label();
  2848. }
  2849. RENDER_TIMESTAMP("Integrate Fog");
  2850. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  2851. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
  2852. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  2853. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  2854. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  2855. RENDER_TIMESTAMP("<Volumetric Fog");
  2856. RD::get_singleton()->draw_command_end_label();
  2857. rb->volumetric_fog->prev_cam_transform = p_cam_transform;
  2858. }
  2859. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2860. if (p_render_data->render_buffers.is_valid()) {
  2861. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  2862. if (rb->sdfgi != nullptr) {
  2863. return true;
  2864. }
  2865. }
  2866. return false;
  2867. }
  2868. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2869. if (p_render_data->render_buffers.is_valid()) {
  2870. if (p_use_gi) {
  2871. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  2872. ERR_FAIL_COND(rb == nullptr);
  2873. if (rb->sdfgi == nullptr) {
  2874. return;
  2875. }
  2876. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
  2877. rb->sdfgi->update_probes(env, sky.sky_owner.getornull(env->sky));
  2878. }
  2879. }
  2880. }
  2881. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2882. if (p_render_data->render_buffers.is_valid()) {
  2883. if (p_use_gi) {
  2884. RD::get_singleton()->compute_list_end();
  2885. }
  2886. }
  2887. }
  2888. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
  2889. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  2890. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  2891. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  2892. ERR_FAIL_COND(rb == nullptr);
  2893. if (rb->sdfgi != nullptr) {
  2894. rb->sdfgi->store_probes();
  2895. }
  2896. }
  2897. render_state.cube_shadows.clear();
  2898. render_state.shadows.clear();
  2899. render_state.directional_shadows.clear();
  2900. Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
  2901. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  2902. {
  2903. for (int i = 0; i < render_state.render_shadow_count; i++) {
  2904. LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light);
  2905. if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  2906. render_state.directional_shadows.push_back(i);
  2907. } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  2908. render_state.cube_shadows.push_back(i);
  2909. } else {
  2910. render_state.shadows.push_back(i);
  2911. }
  2912. }
  2913. //cube shadows are rendered in their own way
  2914. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  2915. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
  2916. }
  2917. if (render_state.directional_shadows.size()) {
  2918. //open the pass for directional shadows
  2919. _update_directional_shadow_atlas();
  2920. RD::get_singleton()->draw_list_begin(directional_shadow.fb, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE);
  2921. RD::get_singleton()->draw_list_end();
  2922. }
  2923. }
  2924. // Render GI
  2925. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  2926. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  2927. if (render_shadows && render_gi) {
  2928. RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
  2929. } else if (render_shadows) {
  2930. RENDER_TIMESTAMP("Render Shadows");
  2931. } else if (render_gi) {
  2932. RENDER_TIMESTAMP("Render GI");
  2933. }
  2934. //prepare shadow rendering
  2935. if (render_shadows) {
  2936. _render_shadow_begin();
  2937. //render directional shadows
  2938. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  2939. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  2940. }
  2941. //render positional shadows
  2942. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  2943. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  2944. }
  2945. _render_shadow_process();
  2946. }
  2947. //start GI
  2948. if (render_gi) {
  2949. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  2950. }
  2951. //Do shadow rendering (in parallel with GI)
  2952. if (render_shadows) {
  2953. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  2954. }
  2955. if (render_gi) {
  2956. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  2957. }
  2958. if (p_render_data->render_buffers.is_valid()) {
  2959. if (p_use_ssao) {
  2960. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
  2961. }
  2962. }
  2963. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  2964. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  2965. if (current_cluster_builder) {
  2966. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  2967. }
  2968. bool using_shadows = true;
  2969. if (p_render_data->reflection_probe.is_valid()) {
  2970. if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  2971. using_shadows = false;
  2972. }
  2973. } else {
  2974. //do not render reflections when rendering a reflection probe
  2975. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  2976. }
  2977. uint32_t directional_light_count = 0;
  2978. uint32_t positional_light_count = 0;
  2979. _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
  2980. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  2981. p_render_data->directional_light_count = directional_light_count;
  2982. if (current_cluster_builder) {
  2983. current_cluster_builder->bake_cluster();
  2984. }
  2985. if (p_render_data->render_buffers.is_valid()) {
  2986. bool directional_shadows = false;
  2987. for (uint32_t i = 0; i < directional_light_count; i++) {
  2988. if (cluster.directional_lights[i].shadow_enabled) {
  2989. directional_shadows = true;
  2990. break;
  2991. }
  2992. }
  2993. if (is_volumetric_supported()) {
  2994. _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count);
  2995. }
  2996. }
  2997. }
  2998. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  2999. // getting this here now so we can direct call a bunch of things more easily
  3000. RenderBuffers *rb = nullptr;
  3001. if (p_render_buffers.is_valid()) {
  3002. rb = render_buffers_owner.getornull(p_render_buffers);
  3003. ERR_FAIL_COND(!rb);
  3004. }
  3005. //assign render data
  3006. RenderDataRD render_data;
  3007. {
  3008. render_data.render_buffers = p_render_buffers;
  3009. // Our first camera is used by default
  3010. render_data.cam_transform = p_camera_data->main_transform;
  3011. render_data.cam_projection = p_camera_data->main_projection;
  3012. render_data.view_projection[0] = p_camera_data->main_projection;
  3013. render_data.cam_ortogonal = p_camera_data->is_ortogonal;
  3014. render_data.view_count = p_camera_data->view_count;
  3015. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3016. render_data.view_projection[v] = p_camera_data->view_projection[v];
  3017. }
  3018. render_data.z_near = p_camera_data->main_projection.get_z_near();
  3019. render_data.z_far = p_camera_data->main_projection.get_z_far();
  3020. render_data.instances = &p_instances;
  3021. render_data.lights = &p_lights;
  3022. render_data.reflection_probes = &p_reflection_probes;
  3023. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  3024. render_data.decals = &p_decals;
  3025. render_data.lightmaps = &p_lightmaps;
  3026. render_data.environment = p_environment;
  3027. render_data.camera_effects = p_camera_effects;
  3028. render_data.shadow_atlas = p_shadow_atlas;
  3029. render_data.reflection_atlas = p_reflection_atlas;
  3030. render_data.reflection_probe = p_reflection_probe;
  3031. render_data.reflection_probe_pass = p_reflection_probe_pass;
  3032. // this should be the same for all cameras..
  3033. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  3034. render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z));
  3035. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  3036. render_data.screen_lod_threshold = 0.0;
  3037. } else {
  3038. render_data.screen_lod_threshold = p_screen_lod_threshold;
  3039. }
  3040. render_state.render_shadows = p_render_shadows;
  3041. render_state.render_shadow_count = p_render_shadow_count;
  3042. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3043. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3044. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3045. render_data.render_info = r_render_info;
  3046. }
  3047. PagedArray<RID> empty;
  3048. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3049. render_data.lights = &empty;
  3050. render_data.reflection_probes = &empty;
  3051. render_data.voxel_gi_instances = &empty;
  3052. }
  3053. //sdfgi first
  3054. if (rb != nullptr && rb->sdfgi != nullptr) {
  3055. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3056. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  3057. }
  3058. if (render_state.sdfgi_update_data->update_static) {
  3059. rb->sdfgi->render_static_lights(p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this);
  3060. }
  3061. }
  3062. Color clear_color;
  3063. if (p_render_buffers.is_valid()) {
  3064. clear_color = storage->render_target_get_clear_request_color(rb->render_target);
  3065. } else {
  3066. clear_color = storage->get_default_clear_color();
  3067. }
  3068. //assign render indices to voxel_gi_instances
  3069. if (is_dynamic_gi_supported()) {
  3070. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3071. RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.getornull(p_voxel_gi_instances[i]);
  3072. if (voxel_gi_inst) {
  3073. voxel_gi_inst->render_index = i;
  3074. }
  3075. }
  3076. }
  3077. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3078. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3079. current_cluster_builder = rb->cluster_builder;
  3080. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3081. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_data.reflection_probe);
  3082. ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas);
  3083. if (!ra) {
  3084. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3085. current_cluster_builder = nullptr;
  3086. } else {
  3087. current_cluster_builder = ra->cluster_builder;
  3088. }
  3089. } else {
  3090. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  3091. current_cluster_builder = nullptr;
  3092. }
  3093. render_state.voxel_gi_count = 0;
  3094. if (rb != nullptr) {
  3095. if (rb->sdfgi) {
  3096. rb->sdfgi->update_cascades();
  3097. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  3098. rb->sdfgi->update_light();
  3099. }
  3100. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  3101. }
  3102. render_state.depth_prepass_used = false;
  3103. //calls _pre_opaque_render between depth pre-pass and opaque pass
  3104. if (current_cluster_builder != nullptr) {
  3105. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  3106. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  3107. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  3108. }
  3109. _render_scene(&render_data, clear_color);
  3110. if (p_render_buffers.is_valid()) {
  3111. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
  3112. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  3113. switch (debug_draw) {
  3114. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  3115. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  3116. break;
  3117. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  3118. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  3119. break;
  3120. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  3121. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  3122. break;
  3123. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  3124. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  3125. break;
  3126. default: {
  3127. }
  3128. }
  3129. if (current_cluster_builder != nullptr) {
  3130. current_cluster_builder->debug(elem_type);
  3131. }
  3132. }
  3133. RENDER_TIMESTAMP("Tonemap");
  3134. _render_buffers_post_process_and_tonemap(&render_data);
  3135. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  3136. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  3137. rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
  3138. }
  3139. }
  3140. }
  3141. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  3142. LightInstance *light_instance = light_instance_owner.getornull(p_light);
  3143. ERR_FAIL_COND(!light_instance);
  3144. Rect2i atlas_rect;
  3145. uint32_t atlas_size;
  3146. RID atlas_fb;
  3147. bool using_dual_paraboloid = false;
  3148. bool using_dual_paraboloid_flip = false;
  3149. RID render_fb;
  3150. RID render_texture;
  3151. float zfar;
  3152. bool use_pancake = false;
  3153. bool render_cubemap = false;
  3154. bool finalize_cubemap = false;
  3155. bool flip_y = false;
  3156. CameraMatrix light_projection;
  3157. Transform3D light_transform;
  3158. if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  3159. //set pssm stuff
  3160. if (light_instance->last_scene_shadow_pass != scene_pass) {
  3161. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  3162. directional_shadow.current_light++;
  3163. light_instance->last_scene_shadow_pass = scene_pass;
  3164. }
  3165. use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  3166. light_projection = light_instance->shadow_transform[p_pass].camera;
  3167. light_transform = light_instance->shadow_transform[p_pass].transform;
  3168. atlas_rect.position.x = light_instance->directional_rect.position.x;
  3169. atlas_rect.position.y = light_instance->directional_rect.position.y;
  3170. atlas_rect.size.width = light_instance->directional_rect.size.x;
  3171. atlas_rect.size.height = light_instance->directional_rect.size.y;
  3172. if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3173. atlas_rect.size.width /= 2;
  3174. atlas_rect.size.height /= 2;
  3175. if (p_pass == 1) {
  3176. atlas_rect.position.x += atlas_rect.size.width;
  3177. } else if (p_pass == 2) {
  3178. atlas_rect.position.y += atlas_rect.size.height;
  3179. } else if (p_pass == 3) {
  3180. atlas_rect.position.x += atlas_rect.size.width;
  3181. atlas_rect.position.y += atlas_rect.size.height;
  3182. }
  3183. } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3184. atlas_rect.size.height /= 2;
  3185. if (p_pass == 0) {
  3186. } else {
  3187. atlas_rect.position.y += atlas_rect.size.height;
  3188. }
  3189. }
  3190. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  3191. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  3192. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  3193. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3194. render_fb = directional_shadow.fb;
  3195. render_texture = RID();
  3196. flip_y = true;
  3197. } else {
  3198. //set from shadow atlas
  3199. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  3200. ERR_FAIL_COND(!shadow_atlas);
  3201. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  3202. _update_shadow_atlas(shadow_atlas);
  3203. uint32_t key = shadow_atlas->shadow_owners[p_light];
  3204. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3205. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3206. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  3207. uint32_t quadrant_size = shadow_atlas->size >> 1;
  3208. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  3209. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  3210. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  3211. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3212. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3213. atlas_rect.size.width = shadow_size;
  3214. atlas_rect.size.height = shadow_size;
  3215. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3216. if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  3217. if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3218. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  3219. render_fb = cubemap->side_fb[p_pass];
  3220. render_texture = cubemap->cubemap;
  3221. light_projection = light_instance->shadow_transform[p_pass].camera;
  3222. light_transform = light_instance->shadow_transform[p_pass].transform;
  3223. render_cubemap = true;
  3224. finalize_cubemap = p_pass == 5;
  3225. atlas_fb = shadow_atlas->fb;
  3226. atlas_size = shadow_atlas->size;
  3227. if (p_pass == 0) {
  3228. _render_shadow_begin();
  3229. }
  3230. } else {
  3231. light_projection = light_instance->shadow_transform[0].camera;
  3232. light_transform = light_instance->shadow_transform[0].transform;
  3233. atlas_rect.size.height /= 2;
  3234. atlas_rect.position.y += p_pass * atlas_rect.size.height;
  3235. using_dual_paraboloid = true;
  3236. using_dual_paraboloid_flip = p_pass == 1;
  3237. render_fb = shadow_atlas->fb;
  3238. flip_y = true;
  3239. }
  3240. } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  3241. light_projection = light_instance->shadow_transform[0].camera;
  3242. light_transform = light_instance->shadow_transform[0].transform;
  3243. render_fb = shadow_atlas->fb;
  3244. flip_y = true;
  3245. }
  3246. }
  3247. if (render_cubemap) {
  3248. //rendering to cubemap
  3249. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  3250. if (finalize_cubemap) {
  3251. _render_shadow_process();
  3252. _render_shadow_end();
  3253. //reblit
  3254. Rect2 atlas_rect_norm = atlas_rect;
  3255. atlas_rect_norm.position.x /= float(atlas_size);
  3256. atlas_rect_norm.position.y /= float(atlas_size);
  3257. atlas_rect_norm.size.x /= float(atlas_size);
  3258. atlas_rect_norm.size.y /= float(atlas_size);
  3259. atlas_rect_norm.size.height /= 2;
  3260. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), false);
  3261. atlas_rect_norm.position.y += atlas_rect_norm.size.height;
  3262. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), true);
  3263. //restore transform so it can be properly used
  3264. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  3265. }
  3266. } else {
  3267. //render shadow
  3268. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  3269. }
  3270. }
  3271. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  3272. _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
  3273. }
  3274. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  3275. ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
  3276. Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  3277. CameraMatrix cm;
  3278. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  3279. Vector3 cam_pos = p_transform.origin;
  3280. cam_pos.y += extents.y;
  3281. Transform3D cam_xform;
  3282. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  3283. RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
  3284. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  3285. }
  3286. bool RendererSceneRenderRD::free(RID p_rid) {
  3287. if (render_buffers_owner.owns(p_rid)) {
  3288. RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
  3289. _free_render_buffer_data(rb);
  3290. memdelete(rb->data);
  3291. if (rb->sdfgi) {
  3292. rb->sdfgi->erase();
  3293. memdelete(rb->sdfgi);
  3294. rb->sdfgi = nullptr;
  3295. }
  3296. if (rb->volumetric_fog) {
  3297. _volumetric_fog_erase(rb);
  3298. }
  3299. if (rb->cluster_builder) {
  3300. memdelete(rb->cluster_builder);
  3301. }
  3302. render_buffers_owner.free(p_rid);
  3303. } else if (environment_owner.owns(p_rid)) {
  3304. //not much to delete, just free it
  3305. environment_owner.free(p_rid);
  3306. } else if (camera_effects_owner.owns(p_rid)) {
  3307. //not much to delete, just free it
  3308. camera_effects_owner.free(p_rid);
  3309. } else if (reflection_atlas_owner.owns(p_rid)) {
  3310. reflection_atlas_set_size(p_rid, 0, 0);
  3311. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_rid);
  3312. if (ra->cluster_builder) {
  3313. memdelete(ra->cluster_builder);
  3314. }
  3315. reflection_atlas_owner.free(p_rid);
  3316. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  3317. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
  3318. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  3319. reflection_probe_release_atlas_index(p_rid);
  3320. reflection_probe_instance_owner.free(p_rid);
  3321. } else if (decal_instance_owner.owns(p_rid)) {
  3322. DecalInstance *di = decal_instance_owner.getornull(p_rid);
  3323. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  3324. decal_instance_owner.free(p_rid);
  3325. } else if (lightmap_instance_owner.owns(p_rid)) {
  3326. lightmap_instance_owner.free(p_rid);
  3327. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  3328. RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.getornull(p_rid);
  3329. if (voxel_gi->texture.is_valid()) {
  3330. RD::get_singleton()->free(voxel_gi->texture);
  3331. RD::get_singleton()->free(voxel_gi->write_buffer);
  3332. }
  3333. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  3334. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  3335. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  3336. }
  3337. gi.voxel_gi_instance_owner.free(p_rid);
  3338. } else if (sky.sky_owner.owns(p_rid)) {
  3339. sky.update_dirty_skys();
  3340. sky.free_sky(p_rid);
  3341. } else if (light_instance_owner.owns(p_rid)) {
  3342. LightInstance *light_instance = light_instance_owner.getornull(p_rid);
  3343. //remove from shadow atlases..
  3344. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
  3345. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get());
  3346. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  3347. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  3348. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3349. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3350. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  3351. shadow_atlas->shadow_owners.erase(p_rid);
  3352. }
  3353. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  3354. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  3355. }
  3356. light_instance_owner.free(p_rid);
  3357. } else if (shadow_atlas_owner.owns(p_rid)) {
  3358. shadow_atlas_set_size(p_rid, 0);
  3359. shadow_atlas_owner.free(p_rid);
  3360. } else {
  3361. return false;
  3362. }
  3363. return true;
  3364. }
  3365. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  3366. debug_draw = p_debug_draw;
  3367. }
  3368. void RendererSceneRenderRD::update() {
  3369. sky.update_dirty_skys();
  3370. }
  3371. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  3372. time = p_time;
  3373. time_step = p_step;
  3374. }
  3375. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  3376. screen_space_roughness_limiter = p_enable;
  3377. screen_space_roughness_limiter_amount = p_amount;
  3378. screen_space_roughness_limiter_limit = p_limit;
  3379. }
  3380. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  3381. return screen_space_roughness_limiter;
  3382. }
  3383. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  3384. return screen_space_roughness_limiter_amount;
  3385. }
  3386. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  3387. return screen_space_roughness_limiter_limit;
  3388. }
  3389. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3390. RD::TextureFormat tf;
  3391. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3392. tf.width = p_image_size.width; // Always 64x64
  3393. tf.height = p_image_size.height;
  3394. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3395. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3396. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3397. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3398. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3399. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3400. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3401. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3402. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3403. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  3404. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3405. Vector<RID> fb_tex;
  3406. fb_tex.push_back(albedo_alpha_tex);
  3407. fb_tex.push_back(normal_tex);
  3408. fb_tex.push_back(orm_tex);
  3409. fb_tex.push_back(emission_tex);
  3410. fb_tex.push_back(depth_write_tex);
  3411. fb_tex.push_back(depth_tex);
  3412. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  3413. //RID sampled_light;
  3414. GeometryInstance *gi = geometry_instance_create(p_base);
  3415. uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
  3416. Vector<RID> materials;
  3417. materials.resize(sc);
  3418. for (uint32_t i = 0; i < sc; i++) {
  3419. if (i < (uint32_t)p_material_overrides.size()) {
  3420. materials.write[i] = p_material_overrides[i];
  3421. }
  3422. }
  3423. geometry_instance_set_surface_materials(gi, materials);
  3424. if (cull_argument.size() == 0) {
  3425. cull_argument.push_back(nullptr);
  3426. }
  3427. cull_argument[0] = gi;
  3428. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  3429. geometry_instance_free(gi);
  3430. TypedArray<Image> ret;
  3431. {
  3432. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  3433. Ref<Image> img;
  3434. img.instantiate();
  3435. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3436. RD::get_singleton()->free(albedo_alpha_tex);
  3437. ret.push_back(img);
  3438. }
  3439. {
  3440. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  3441. Ref<Image> img;
  3442. img.instantiate();
  3443. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3444. RD::get_singleton()->free(normal_tex);
  3445. ret.push_back(img);
  3446. }
  3447. {
  3448. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  3449. Ref<Image> img;
  3450. img.instantiate();
  3451. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3452. RD::get_singleton()->free(orm_tex);
  3453. ret.push_back(img);
  3454. }
  3455. {
  3456. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  3457. Ref<Image> img;
  3458. img.instantiate();
  3459. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  3460. RD::get_singleton()->free(emission_tex);
  3461. ret.push_back(img);
  3462. }
  3463. RD::get_singleton()->free(depth_write_tex);
  3464. RD::get_singleton()->free(depth_tex);
  3465. return ret;
  3466. }
  3467. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  3468. gi.sdfgi_debug_probe_pos = p_position;
  3469. gi.sdfgi_debug_probe_dir = p_dir;
  3470. }
  3471. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  3472. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  3473. return cluster.reflection_buffer;
  3474. }
  3475. RID RendererSceneRenderRD::get_omni_light_buffer() {
  3476. return cluster.omni_light_buffer;
  3477. }
  3478. RID RendererSceneRenderRD::get_spot_light_buffer() {
  3479. return cluster.spot_light_buffer;
  3480. }
  3481. RID RendererSceneRenderRD::get_directional_light_buffer() {
  3482. return cluster.directional_light_buffer;
  3483. }
  3484. RID RendererSceneRenderRD::get_decal_buffer() {
  3485. return cluster.decal_buffer;
  3486. }
  3487. int RendererSceneRenderRD::get_max_directional_lights() const {
  3488. return cluster.max_directional_lights;
  3489. }
  3490. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  3491. // usable by default (unless low end = true)
  3492. return true;
  3493. }
  3494. bool RendererSceneRenderRD::is_clustered_enabled() const {
  3495. // used by default.
  3496. return true;
  3497. }
  3498. bool RendererSceneRenderRD::is_volumetric_supported() const {
  3499. // usable by default (unless low end = true)
  3500. return true;
  3501. }
  3502. uint32_t RendererSceneRenderRD::get_max_elements() const {
  3503. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  3504. }
  3505. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  3506. max_cluster_elements = get_max_elements();
  3507. storage = p_storage;
  3508. singleton = this;
  3509. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  3510. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  3511. /* SKY SHADER */
  3512. sky.init(storage);
  3513. /* GI */
  3514. if (is_dynamic_gi_supported()) {
  3515. gi.init(storage, &sky);
  3516. }
  3517. { //decals
  3518. cluster.max_decals = max_cluster_elements;
  3519. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  3520. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  3521. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  3522. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  3523. }
  3524. { //reflections
  3525. cluster.max_reflections = max_cluster_elements;
  3526. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  3527. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  3528. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  3529. }
  3530. { //lights
  3531. cluster.max_lights = max_cluster_elements;
  3532. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  3533. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3534. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3535. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3536. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3537. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3538. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3539. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  3540. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  3541. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  3542. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  3543. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  3544. }
  3545. if (is_volumetric_supported()) {
  3546. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  3547. Vector<String> volumetric_fog_modes;
  3548. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  3549. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  3550. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  3551. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  3552. volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
  3553. volumetric_fog.shader_version = volumetric_fog.shader.version_create();
  3554. for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
  3555. volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
  3556. }
  3557. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  3558. }
  3559. {
  3560. RD::SamplerState sampler;
  3561. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  3562. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  3563. sampler.enable_compare = true;
  3564. sampler.compare_op = RD::COMPARE_OP_LESS;
  3565. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  3566. }
  3567. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  3568. camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
  3569. environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
  3570. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  3571. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  3572. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  3573. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  3574. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  3575. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  3576. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  3577. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  3578. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  3579. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  3580. directional_soft_shadow_kernel = memnew_arr(float, 128);
  3581. penumbra_shadow_kernel = memnew_arr(float, 128);
  3582. soft_shadow_kernel = memnew_arr(float, 128);
  3583. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  3584. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  3585. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  3586. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  3587. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  3588. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  3589. cull_argument.set_page_pool(&cull_argument_pool);
  3590. }
  3591. RendererSceneRenderRD::~RendererSceneRenderRD() {
  3592. for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
  3593. RD::get_singleton()->free(E->get().cubemap);
  3594. }
  3595. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  3596. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  3597. }
  3598. if (is_dynamic_gi_supported()) {
  3599. gi.free();
  3600. volumetric_fog.shader.version_free(volumetric_fog.shader_version);
  3601. RD::get_singleton()->free(volumetric_fog.params_ubo);
  3602. }
  3603. RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  3604. sky.sky_shader.shader.version_free(md->shader_data->version);
  3605. RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
  3606. RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
  3607. memdelete_arr(sky.sky_scene_state.directional_lights);
  3608. memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
  3609. storage->free(sky.sky_shader.default_shader);
  3610. storage->free(sky.sky_shader.default_material);
  3611. storage->free(sky.sky_scene_state.fog_shader);
  3612. storage->free(sky.sky_scene_state.fog_material);
  3613. memdelete_arr(directional_penumbra_shadow_kernel);
  3614. memdelete_arr(directional_soft_shadow_kernel);
  3615. memdelete_arr(penumbra_shadow_kernel);
  3616. memdelete_arr(soft_shadow_kernel);
  3617. {
  3618. RD::get_singleton()->free(cluster.directional_light_buffer);
  3619. RD::get_singleton()->free(cluster.omni_light_buffer);
  3620. RD::get_singleton()->free(cluster.spot_light_buffer);
  3621. RD::get_singleton()->free(cluster.reflection_buffer);
  3622. RD::get_singleton()->free(cluster.decal_buffer);
  3623. memdelete_arr(cluster.directional_lights);
  3624. memdelete_arr(cluster.omni_lights);
  3625. memdelete_arr(cluster.spot_lights);
  3626. memdelete_arr(cluster.omni_light_sort);
  3627. memdelete_arr(cluster.spot_light_sort);
  3628. memdelete_arr(cluster.reflections);
  3629. memdelete_arr(cluster.reflection_sort);
  3630. memdelete_arr(cluster.decals);
  3631. memdelete_arr(cluster.decal_sort);
  3632. }
  3633. RD::get_singleton()->free(shadow_sampler);
  3634. directional_shadow_atlas_set_size(0);
  3635. cull_argument.reset(); //avoid exit error
  3636. }