renderer_scene_render_rd.cpp 67 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/image.h"
  33. #include "core/os/os.h"
  34. #include "renderer_compositor_rd.h"
  35. #include "servers/rendering/renderer_rd/environment/fog.h"
  36. #include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"
  37. #include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"
  38. #include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  40. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  41. #include "servers/rendering/rendering_server_default.h"
  42. #include "servers/rendering/shader_include_db.h"
  43. #include "servers/rendering/storage/camera_attributes_storage.h"
  44. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  45. const float golden_angle = 2.4;
  46. for (int i = 0; i < p_sample_count; i++) {
  47. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  48. float theta = float(i) * golden_angle;
  49. r_kernel[i * 4] = Math::cos(theta) * r;
  50. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  51. }
  52. }
  53. RID RendererSceneRenderRD::sky_allocate() {
  54. return sky.allocate_sky_rid();
  55. }
  56. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  57. sky.initialize_sky_rid(p_rid);
  58. }
  59. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  60. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  61. }
  62. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  63. sky.sky_set_mode(p_sky, p_mode);
  64. }
  65. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  66. sky.sky_set_material(p_sky, p_material);
  67. }
  68. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  69. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  70. }
  71. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  72. glow_bicubic_upscale = p_enable;
  73. }
  74. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  75. volumetric_fog_size = p_size;
  76. volumetric_fog_depth = p_depth;
  77. }
  78. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  79. volumetric_fog_filter_active = p_enable;
  80. }
  81. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  82. gi.sdfgi_ray_count = p_ray_count;
  83. }
  84. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  85. gi.sdfgi_frames_to_converge = p_frames;
  86. }
  87. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  88. gi.sdfgi_frames_to_update_light = p_update;
  89. }
  90. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  91. ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
  92. RS::EnvironmentBG environment_background = environment_get_background(p_env);
  93. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  94. return Ref<Image>(); //nothing to bake
  95. }
  96. RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
  97. bool use_ambient_light = false;
  98. bool use_cube_map = false;
  99. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  100. use_ambient_light = true;
  101. } else {
  102. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  103. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  104. }
  105. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
  106. Color ambient_color;
  107. float ambient_color_sky_mix = 0.0;
  108. if (use_ambient_light) {
  109. ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
  110. const float ambient_energy = environment_get_ambient_light_energy(p_env);
  111. ambient_color = environment_get_ambient_light(p_env);
  112. ambient_color = ambient_color.srgb_to_linear();
  113. ambient_color.r *= ambient_energy;
  114. ambient_color.g *= ambient_energy;
  115. ambient_color.b *= ambient_energy;
  116. }
  117. if (use_cube_map) {
  118. Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
  119. if (use_ambient_light && panorama.is_valid()) {
  120. for (int x = 0; x < p_size.width; x++) {
  121. for (int y = 0; y < p_size.height; y++) {
  122. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  123. }
  124. }
  125. }
  126. return panorama;
  127. } else {
  128. const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
  129. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
  130. panorama_color = panorama_color.srgb_to_linear();
  131. panorama_color.r *= bg_energy_multiplier;
  132. panorama_color.g *= bg_energy_multiplier;
  133. panorama_color.b *= bg_energy_multiplier;
  134. if (use_ambient_light) {
  135. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  136. }
  137. Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  138. panorama->fill(panorama_color);
  139. return panorama;
  140. }
  141. }
  142. /* REFLECTION PROBE */
  143. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  144. Vector<RID> fb;
  145. fb.push_back(p_color);
  146. fb.push_back(p_depth);
  147. return RD::get_singleton()->framebuffer_create(fb);
  148. }
  149. /* FOG VOLUME INSTANCE */
  150. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  151. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  152. }
  153. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  154. RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);
  155. }
  156. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  157. RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);
  158. }
  159. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  160. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);
  161. }
  162. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  163. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);
  164. }
  165. /* VOXEL GI */
  166. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  167. return gi.voxel_gi_instance_create(p_base);
  168. }
  169. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  170. if (!is_dynamic_gi_supported()) {
  171. return;
  172. }
  173. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  174. }
  175. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  176. if (!is_dynamic_gi_supported()) {
  177. return false;
  178. }
  179. return gi.voxel_gi_needs_update(p_probe);
  180. }
  181. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
  182. if (!is_dynamic_gi_supported()) {
  183. return;
  184. }
  185. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);
  186. }
  187. void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms) {
  188. ERR_FAIL_COND(p_render_buffers.is_null());
  189. if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  190. return; //nothing to debug
  191. }
  192. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  193. sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms);
  194. }
  195. ////////////////////////////////
  196. Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
  197. Ref<RenderSceneBuffersRD> rb;
  198. rb.instantiate();
  199. rb->set_can_be_storage(_render_buffers_can_be_storage());
  200. rb->set_max_cluster_elements(max_cluster_elements);
  201. rb->set_base_data_format(_render_buffers_get_color_format());
  202. if (vrs) {
  203. rb->set_vrs(vrs);
  204. }
  205. setup_render_buffer_data(rb);
  206. return rb;
  207. }
  208. bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) {
  209. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  210. if (p_render_data->compositor.is_null()) {
  211. return false;
  212. }
  213. if (p_render_data->reflection_probe.is_valid()) {
  214. return false;
  215. }
  216. ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
  217. Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  218. for (RID rid : re_rids) {
  219. if (comp_storage->compositor_effect_get_flag(rid, p_flag)) {
  220. return true;
  221. }
  222. }
  223. return false;
  224. }
  225. bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
  226. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  227. if (p_render_data->compositor.is_null()) {
  228. return false;
  229. }
  230. if (p_render_data->reflection_probe.is_valid()) {
  231. return false;
  232. }
  233. ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
  234. Vector<RID> effects = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  235. return effects.size() > 0;
  236. }
  237. void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
  238. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  239. if (p_render_data->compositor.is_null()) {
  240. return;
  241. }
  242. if (p_render_data->reflection_probe.is_valid()) {
  243. return;
  244. }
  245. ERR_FAIL_COND(!comp_storage->is_compositor(p_render_data->compositor));
  246. Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  247. for (RID rid : re_rids) {
  248. Array arr;
  249. Callable callback = comp_storage->compositor_effect_get_callback(rid);
  250. arr.push_back(p_callback_type);
  251. arr.push_back(p_render_data);
  252. callback.callv(arr);
  253. }
  254. }
  255. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  256. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  257. ERR_FAIL_COND(rb.is_null());
  258. if (!rb->has_internal_texture()) {
  259. // We're likely rendering reflection probes where we can't use our backbuffers.
  260. return;
  261. }
  262. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  263. StringName texture_name;
  264. bool can_use_storage = _render_buffers_can_be_storage();
  265. Size2i size = rb->get_internal_size();
  266. // When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
  267. // dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
  268. Size2i target_size = rb->get_target_size();
  269. bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
  270. bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
  271. if (reuse_blur_texture) {
  272. rb->allocate_blur_textures();
  273. texture_name = RB_TEX_BLUR_0;
  274. } else {
  275. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  276. usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  277. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
  278. texture_name = RB_TEX_BACK_COLOR;
  279. }
  280. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  281. RID texture = rb->get_internal_texture(v);
  282. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);
  283. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);
  284. if (can_use_storage) {
  285. copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
  286. } else {
  287. RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
  288. copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
  289. }
  290. for (int i = 1; i < mipmaps; i++) {
  291. RID source = dest;
  292. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);
  293. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);
  294. if (can_use_storage) {
  295. copy_effects->make_mipmap(source, dest, msize);
  296. } else {
  297. copy_effects->make_mipmap_raster(source, dest, msize);
  298. }
  299. }
  300. }
  301. RD::get_singleton()->draw_command_end_label();
  302. }
  303. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  304. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  305. ERR_FAIL_COND(rb.is_null());
  306. if (!rb->has_depth_texture()) {
  307. // We're likely rendering reflection probes where we can't use our backbuffers.
  308. return;
  309. }
  310. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  311. // note, this only creates our back depth texture if we haven't already created it.
  312. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  313. usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  314. usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
  315. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
  316. bool can_use_storage = _render_buffers_can_be_storage();
  317. Size2i size = rb->get_internal_size();
  318. for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
  319. RID depth_texture = rb->get_depth_texture(v);
  320. RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
  321. if (can_use_storage) {
  322. copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
  323. } else {
  324. RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
  325. copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
  326. }
  327. }
  328. RD::get_singleton()->draw_command_end_label();
  329. }
  330. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  331. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  332. ERR_FAIL_NULL(p_render_data);
  333. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  334. ERR_FAIL_COND(rb.is_null());
  335. ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
  336. // Glow, auto exposure and DoF (if enabled).
  337. Size2i target_size = rb->get_target_size();
  338. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
  339. can_use_effects &= _debug_draw_can_use_effects(debug_draw);
  340. bool can_use_storage = _render_buffers_can_be_storage();
  341. bool use_fsr = fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR;
  342. bool use_upscaled_texture = rb->has_upscaled_texture() && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR2;
  343. RID render_target = rb->get_render_target();
  344. RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();
  345. Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();
  346. bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;
  347. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
  348. RENDER_TIMESTAMP("Depth of Field");
  349. RD::get_singleton()->draw_command_begin_label("DOF");
  350. rb->allocate_blur_textures();
  351. RendererRD::BokehDOF::BokehBuffers buffers;
  352. // Textures we use
  353. buffers.base_texture_size = color_size;
  354. buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
  355. buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  356. buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
  357. if (can_use_storage) {
  358. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  359. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  360. buffers.depth_texture = rb->get_depth_texture(i);
  361. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  362. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  363. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  364. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  365. };
  366. } else {
  367. // Set framebuffers.
  368. buffers.secondary_fb = rb->weight_buffers[1].fb;
  369. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  370. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  371. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  372. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  373. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  374. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  375. // Set weight buffers.
  376. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  377. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  378. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  379. buffers.depth_texture = rb->get_depth_texture(i);
  380. buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
  381. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  382. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  383. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  384. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  385. }
  386. }
  387. RD::get_singleton()->draw_command_end_label();
  388. }
  389. float auto_exposure_scale = 1.0;
  390. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  391. RENDER_TIMESTAMP("Auto exposure");
  392. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  393. Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
  394. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  395. bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
  396. rb->set_auto_exposure_version(auto_exposure_version);
  397. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  398. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  399. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  400. luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  401. // Swap final reduce with prev luminance.
  402. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  403. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  404. RD::get_singleton()->draw_command_end_label();
  405. }
  406. int max_glow_level = -1;
  407. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  408. RENDER_TIMESTAMP("Glow");
  409. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  410. rb->allocate_blur_textures();
  411. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  412. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  413. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
  414. if (i >= mipmaps) {
  415. max_glow_level = mipmaps - 1;
  416. } else {
  417. max_glow_level = i;
  418. }
  419. }
  420. }
  421. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  422. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  423. for (int i = 0; i < (max_glow_level + 1); i++) {
  424. Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
  425. if (i == 0) {
  426. RID luminance_texture;
  427. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  428. luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
  429. }
  430. RID source = rb->get_internal_texture(l);
  431. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  432. if (can_use_storage) {
  433. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  434. } else {
  435. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  436. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  437. }
  438. } else {
  439. RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
  440. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  441. if (can_use_storage) {
  442. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
  443. } else {
  444. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  445. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
  446. }
  447. }
  448. }
  449. }
  450. RD::get_singleton()->draw_command_end_label();
  451. }
  452. {
  453. RENDER_TIMESTAMP("Tonemap");
  454. RD::get_singleton()->draw_command_begin_label("Tonemap");
  455. RendererRD::ToneMapper::TonemapSettings tonemap;
  456. tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
  457. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
  458. tonemap.use_auto_exposure = true;
  459. tonemap.auto_exposure_scale = auto_exposure_scale;
  460. } else {
  461. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  462. }
  463. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  464. tonemap.use_glow = true;
  465. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  466. tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
  467. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  468. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  469. }
  470. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
  471. tonemap.glow_texture_size.x = msize.width;
  472. tonemap.glow_texture_size.y = msize.height;
  473. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  474. tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
  475. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  476. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  477. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  478. } else {
  479. tonemap.glow_map_strength = 0.0f;
  480. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  481. }
  482. } else {
  483. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  484. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  485. }
  486. if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  487. tonemap.use_fxaa = true;
  488. }
  489. tonemap.use_debanding = rb->get_use_debanding();
  490. tonemap.texture_size = Vector2i(color_size.x, color_size.y);
  491. if (p_render_data->environment.is_valid()) {
  492. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  493. tonemap.white = environment_get_white(p_render_data->environment);
  494. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  495. }
  496. tonemap.use_color_correction = false;
  497. tonemap.use_1d_color_correction = false;
  498. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  499. if (can_use_effects && p_render_data->environment.is_valid()) {
  500. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  501. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  502. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  503. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  504. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  505. tonemap.use_color_correction = true;
  506. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  507. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  508. }
  509. }
  510. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  511. tonemap.view_count = rb->get_view_count();
  512. tonemap.convert_to_srgb = !texture_storage->render_target_is_using_hdr(render_target);
  513. RID dest_fb;
  514. bool use_intermediate_fb = use_fsr;
  515. if (use_intermediate_fb) {
  516. // If we use FSR to upscale we need to write our result into an intermediate buffer.
  517. // Note that this is cached so we only create the texture the first time.
  518. RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
  519. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  520. } else {
  521. // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
  522. // Target size in this case is lying as we never get our real target size communicated.
  523. // Bit nasty but...
  524. if (dest_is_msaa_2d) {
  525. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  526. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  527. } else {
  528. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  529. }
  530. }
  531. tone_mapper->tonemapper(color_texture, dest_fb, tonemap);
  532. RD::get_singleton()->draw_command_end_label();
  533. }
  534. if (use_fsr) {
  535. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  536. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  537. RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  538. RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  539. fsr->fsr_upscale(rb, source_texture, dest_texture);
  540. }
  541. if (dest_is_msaa_2d) {
  542. // We can't upscale directly into our MSAA buffer so we need to do a copy
  543. RID source_texture = texture_storage->render_target_get_rd_texture(render_target);
  544. RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  545. copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));
  546. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  547. }
  548. RD::get_singleton()->draw_command_end_label();
  549. }
  550. texture_storage->render_target_disable_clear_request(render_target);
  551. }
  552. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  553. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  554. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  555. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  556. ERR_FAIL_COND(rb.is_null());
  557. // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
  558. // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
  559. Size2i target_size = rb->get_target_size();
  560. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  561. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  562. RendererRD::ToneMapper::TonemapSettings tonemap;
  563. if (p_render_data->environment.is_valid()) {
  564. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  565. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  566. tonemap.white = environment_get_white(p_render_data->environment);
  567. }
  568. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  569. // The problem is that we need to use the result so far and process them before we can
  570. // apply this to our results.
  571. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  572. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  573. }
  574. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  575. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  576. }
  577. tonemap.use_glow = false;
  578. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  579. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  580. tonemap.use_auto_exposure = false;
  581. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  582. tonemap.use_color_correction = false;
  583. tonemap.use_1d_color_correction = false;
  584. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  585. if (can_use_effects && p_render_data->environment.is_valid()) {
  586. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  587. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  588. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  589. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  590. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  591. tonemap.use_color_correction = true;
  592. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  593. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  594. }
  595. }
  596. tonemap.use_debanding = rb->get_use_debanding();
  597. tonemap.texture_size = Vector2i(target_size.x, target_size.y);
  598. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  599. tonemap.view_count = rb->get_view_count();
  600. tonemap.convert_to_srgb = !texture_storage->render_target_is_using_hdr(rb->get_render_target());
  601. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  602. RD::get_singleton()->draw_command_end_label();
  603. }
  604. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  605. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  606. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  607. texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
  608. }
  609. bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {
  610. bool can_use_effects = true;
  611. switch (p_debug_draw) {
  612. // No debug draw, use camera effects
  613. case RS::VIEWPORT_DEBUG_DRAW_DISABLED:
  614. can_use_effects = true;
  615. break;
  616. // Modes that completely override rendering to draw debug information should disable camera effects.
  617. case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:
  618. case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:
  619. case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:
  620. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:
  621. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  622. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  623. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  624. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  625. case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:
  626. can_use_effects = false;
  627. break;
  628. // Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.
  629. case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:
  630. case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:
  631. case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:
  632. case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:
  633. // Modes that draws a buffer over viewport needs camera effects because if the buffer is not available it will be equivalent to normal draw mode.
  634. case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:
  635. case RS::VIEWPORT_DEBUG_DRAW_SSAO:
  636. case RS::VIEWPORT_DEBUG_DRAW_SSIL:
  637. case RS::VIEWPORT_DEBUG_DRAW_SDFGI:
  638. case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:
  639. case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:
  640. can_use_effects = true;
  641. break;
  642. // Other debug draw modes keep camera effects.
  643. case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:
  644. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:
  645. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:
  646. case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:
  647. case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:
  648. case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:
  649. case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:
  650. can_use_effects = true;
  651. break;
  652. default:
  653. break;
  654. }
  655. return can_use_effects;
  656. }
  657. void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
  658. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  659. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  660. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  661. ERR_FAIL_COND(rb.is_null());
  662. RID render_target = rb->get_render_target();
  663. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  664. if (p_render_data->shadow_atlas.is_valid()) {
  665. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
  666. if (shadow_atlas_texture.is_null()) {
  667. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  668. }
  669. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  670. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  671. }
  672. }
  673. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  674. if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
  675. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
  676. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  677. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  678. // Determine our display size, try and keep square by using the smallest edge.
  679. Size2i size = 2 * rtsize / 3;
  680. if (size.x < size.y) {
  681. size.y = size.x;
  682. } else if (size.y < size.x) {
  683. size.x = size.y;
  684. }
  685. copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
  686. // Visualize our view frustum to show coverage.
  687. for (int i = 0; i < p_render_data->render_shadow_count; i++) {
  688. RID light = p_render_data->render_shadows[i].light;
  689. RID base = light_storage->light_instance_get_base_light(light);
  690. if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
  691. debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));
  692. }
  693. }
  694. }
  695. }
  696. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  697. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  698. if (decal_atlas.is_valid()) {
  699. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  700. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  701. }
  702. }
  703. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  704. RID luminance_texture = luminance->get_current_luminance_buffer(rb);
  705. if (luminance_texture.is_valid()) {
  706. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  707. copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
  708. }
  709. }
  710. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {
  711. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  712. copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  713. }
  714. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
  715. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  716. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, false, RID(), false, false, false, true);
  717. }
  718. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  719. if (p_render_data->occluder_debug_tex.is_valid()) {
  720. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  721. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
  722. }
  723. }
  724. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
  725. RID velocity = _render_buffers_get_velocity_texture(rb);
  726. RID depth = rb->get_depth_texture();
  727. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  728. Size2i resolution = rb->get_internal_size();
  729. debug_effects->draw_motion_vectors(velocity, depth, dest_fb, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_projection, p_render_data->scene_data->prev_cam_transform, resolution);
  730. }
  731. }
  732. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  733. return gi.default_voxel_gi_buffer;
  734. }
  735. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  736. return 1.0;
  737. }
  738. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  739. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  740. }
  741. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  742. return true;
  743. }
  744. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  745. gi.half_resolution = p_enable;
  746. }
  747. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  748. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  749. if (shadows_quality != p_quality) {
  750. shadows_quality = p_quality;
  751. switch (shadows_quality) {
  752. case RS::SHADOW_QUALITY_HARD: {
  753. penumbra_shadow_samples = 4;
  754. soft_shadow_samples = 0;
  755. shadows_quality_radius = 1.0;
  756. } break;
  757. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  758. penumbra_shadow_samples = 4;
  759. soft_shadow_samples = 1;
  760. shadows_quality_radius = 1.5;
  761. } break;
  762. case RS::SHADOW_QUALITY_SOFT_LOW: {
  763. penumbra_shadow_samples = 8;
  764. soft_shadow_samples = 4;
  765. shadows_quality_radius = 2.0;
  766. } break;
  767. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  768. penumbra_shadow_samples = 12;
  769. soft_shadow_samples = 8;
  770. shadows_quality_radius = 2.0;
  771. } break;
  772. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  773. penumbra_shadow_samples = 24;
  774. soft_shadow_samples = 16;
  775. shadows_quality_radius = 3.0;
  776. } break;
  777. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  778. penumbra_shadow_samples = 32;
  779. soft_shadow_samples = 32;
  780. shadows_quality_radius = 4.0;
  781. } break;
  782. case RS::SHADOW_QUALITY_MAX:
  783. break;
  784. }
  785. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  786. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  787. }
  788. _update_shader_quality_settings();
  789. }
  790. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  791. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  792. if (directional_shadow_quality != p_quality) {
  793. directional_shadow_quality = p_quality;
  794. switch (directional_shadow_quality) {
  795. case RS::SHADOW_QUALITY_HARD: {
  796. directional_penumbra_shadow_samples = 4;
  797. directional_soft_shadow_samples = 0;
  798. directional_shadow_quality_radius = 1.0;
  799. } break;
  800. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  801. directional_penumbra_shadow_samples = 4;
  802. directional_soft_shadow_samples = 1;
  803. directional_shadow_quality_radius = 1.5;
  804. } break;
  805. case RS::SHADOW_QUALITY_SOFT_LOW: {
  806. directional_penumbra_shadow_samples = 8;
  807. directional_soft_shadow_samples = 4;
  808. directional_shadow_quality_radius = 2.0;
  809. } break;
  810. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  811. directional_penumbra_shadow_samples = 12;
  812. directional_soft_shadow_samples = 8;
  813. directional_shadow_quality_radius = 2.0;
  814. } break;
  815. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  816. directional_penumbra_shadow_samples = 24;
  817. directional_soft_shadow_samples = 16;
  818. directional_shadow_quality_radius = 3.0;
  819. } break;
  820. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  821. directional_penumbra_shadow_samples = 32;
  822. directional_soft_shadow_samples = 32;
  823. directional_shadow_quality_radius = 4.0;
  824. } break;
  825. case RS::SHADOW_QUALITY_MAX:
  826. break;
  827. }
  828. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  829. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  830. }
  831. _update_shader_quality_settings();
  832. }
  833. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  834. if (decals_filter == p_filter) {
  835. return;
  836. }
  837. decals_filter = p_filter;
  838. _update_shader_quality_settings();
  839. }
  840. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  841. if (light_projectors_filter == p_filter) {
  842. return;
  843. }
  844. light_projectors_filter = p_filter;
  845. _update_shader_quality_settings();
  846. }
  847. void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {
  848. if (lightmap_filter_bicubic == p_enable) {
  849. return;
  850. }
  851. lightmap_filter_bicubic = p_enable;
  852. _update_shader_quality_settings();
  853. }
  854. int RendererSceneRenderRD::get_roughness_layers() const {
  855. return sky.roughness_layers;
  856. }
  857. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  858. return sky.sky_use_cubemap_array;
  859. }
  860. void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
  861. if (p_render_buffers.is_null()) {
  862. return;
  863. }
  864. RID render_target = p_render_buffers->get_render_target();
  865. if (render_target.is_null()) {
  866. // must be rendering reflection probes
  867. return;
  868. }
  869. if (vrs) {
  870. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  871. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
  872. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  873. RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
  874. // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
  875. // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
  876. // so it needs to be set as our color attachment
  877. Vector<RID> textures;
  878. textures.push_back(vrs_texture);
  879. Vector<RD::FramebufferPass> passes;
  880. RD::FramebufferPass pass;
  881. pass.color_attachments.push_back(0);
  882. passes.push_back(pass);
  883. RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
  884. vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
  885. }
  886. }
  887. }
  888. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  889. if (p_render_data->render_buffers.is_valid()) {
  890. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  891. return true;
  892. }
  893. }
  894. return false;
  895. }
  896. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  897. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  898. if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  899. return;
  900. }
  901. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  902. sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  903. }
  904. }
  905. void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) {
  906. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  907. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  908. // getting this here now so we can direct call a bunch of things more easily
  909. ERR_FAIL_COND(p_render_buffers.is_null());
  910. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  911. ERR_FAIL_COND(rb.is_null());
  912. // setup scene data
  913. RenderSceneDataRD scene_data;
  914. {
  915. // Our first camera is used by default
  916. scene_data.cam_transform = p_camera_data->main_transform;
  917. scene_data.cam_projection = p_camera_data->main_projection;
  918. scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
  919. scene_data.cam_frustum = p_camera_data->is_frustum;
  920. scene_data.camera_visible_layers = p_camera_data->visible_layers;
  921. scene_data.taa_jitter = p_camera_data->taa_jitter;
  922. scene_data.taa_frame_count = p_camera_data->taa_frame_count;
  923. scene_data.main_cam_transform = p_camera_data->main_transform;
  924. scene_data.flip_y = !p_reflection_probe.is_valid();
  925. scene_data.view_count = p_camera_data->view_count;
  926. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  927. scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  928. scene_data.view_projection[v] = p_camera_data->view_projection[v];
  929. }
  930. scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
  931. scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
  932. scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  933. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  934. scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  935. }
  936. scene_data.z_near = p_camera_data->main_projection.get_z_near();
  937. scene_data.z_far = p_camera_data->main_projection.get_z_far();
  938. // this should be the same for all cameras..
  939. const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  940. // Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
  941. // degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
  942. const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
  943. scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
  944. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  945. scene_data.screen_mesh_lod_threshold = 0.0;
  946. } else {
  947. scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  948. }
  949. if (p_shadow_atlas.is_valid()) {
  950. int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
  951. scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
  952. scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
  953. }
  954. {
  955. int directional_shadow_size = light_storage->directional_shadow_get_size();
  956. scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
  957. scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
  958. }
  959. scene_data.time = time;
  960. scene_data.time_step = time_step;
  961. }
  962. //assign render data
  963. RenderDataRD render_data;
  964. {
  965. render_data.render_buffers = rb;
  966. render_data.scene_data = &scene_data;
  967. render_data.instances = &p_instances;
  968. render_data.lights = &p_lights;
  969. render_data.reflection_probes = &p_reflection_probes;
  970. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  971. render_data.decals = &p_decals;
  972. render_data.lightmaps = &p_lightmaps;
  973. render_data.fog_volumes = &p_fog_volumes;
  974. render_data.environment = p_environment;
  975. render_data.compositor = p_compositor;
  976. render_data.camera_attributes = p_camera_attributes;
  977. render_data.shadow_atlas = p_shadow_atlas;
  978. render_data.occluder_debug_tex = p_occluder_debug_tex;
  979. render_data.reflection_atlas = p_reflection_atlas;
  980. render_data.reflection_probe = p_reflection_probe;
  981. render_data.reflection_probe_pass = p_reflection_probe_pass;
  982. render_data.render_shadows = p_render_shadows;
  983. render_data.render_shadow_count = p_render_shadow_count;
  984. render_data.render_sdfgi_regions = p_render_sdfgi_regions;
  985. render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
  986. render_data.sdfgi_update_data = p_sdfgi_update_data;
  987. render_data.render_info = r_render_info;
  988. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  989. render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());
  990. }
  991. }
  992. PagedArray<RID> empty;
  993. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  994. render_data.lights = &empty;
  995. render_data.reflection_probes = &empty;
  996. render_data.voxel_gi_instances = &empty;
  997. render_data.lightmaps = &empty;
  998. }
  999. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
  1000. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
  1001. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
  1002. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  1003. render_data.decals = &empty;
  1004. }
  1005. Color clear_color;
  1006. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  1007. clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
  1008. } else {
  1009. clear_color = RSG::texture_storage->get_default_clear_color();
  1010. }
  1011. //calls _pre_opaque_render between depth pre-pass and opaque pass
  1012. _render_scene(&render_data, clear_color);
  1013. }
  1014. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  1015. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  1016. }
  1017. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  1018. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  1019. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  1020. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  1021. Projection cm;
  1022. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  1023. Vector3 cam_pos = p_transform.origin;
  1024. cam_pos.y += extents.y;
  1025. Transform3D cam_xform;
  1026. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
  1027. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  1028. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  1029. }
  1030. bool RendererSceneRenderRD::free(RID p_rid) {
  1031. if (is_environment(p_rid)) {
  1032. environment_free(p_rid);
  1033. } else if (is_compositor(p_rid)) {
  1034. compositor_free(p_rid);
  1035. } else if (is_compositor_effect(p_rid)) {
  1036. compositor_effect_free(p_rid);
  1037. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  1038. RSG::camera_attributes->camera_attributes_free(p_rid);
  1039. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  1040. gi.voxel_gi_instance_free(p_rid);
  1041. } else if (sky.sky_owner.owns(p_rid)) {
  1042. sky.update_dirty_skys();
  1043. sky.free_sky(p_rid);
  1044. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  1045. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  1046. } else {
  1047. return false;
  1048. }
  1049. return true;
  1050. }
  1051. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  1052. debug_draw = p_debug_draw;
  1053. }
  1054. void RendererSceneRenderRD::update() {
  1055. sky.update_dirty_skys();
  1056. }
  1057. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  1058. time = p_time;
  1059. time_step = p_step;
  1060. }
  1061. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  1062. screen_space_roughness_limiter = p_enable;
  1063. screen_space_roughness_limiter_amount = p_amount;
  1064. screen_space_roughness_limiter_limit = p_limit;
  1065. }
  1066. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  1067. return screen_space_roughness_limiter;
  1068. }
  1069. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  1070. return screen_space_roughness_limiter_amount;
  1071. }
  1072. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  1073. return screen_space_roughness_limiter_limit;
  1074. }
  1075. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  1076. ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
  1077. ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
  1078. RD::TextureFormat tf;
  1079. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1080. tf.width = p_image_size.width; // Always 64x64
  1081. tf.height = p_image_size.height;
  1082. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1083. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1084. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1085. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1086. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1087. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1088. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1089. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1090. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1091. 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;
  1092. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1093. Vector<RID> fb_tex;
  1094. fb_tex.push_back(albedo_alpha_tex);
  1095. fb_tex.push_back(normal_tex);
  1096. fb_tex.push_back(orm_tex);
  1097. fb_tex.push_back(emission_tex);
  1098. fb_tex.push_back(depth_write_tex);
  1099. fb_tex.push_back(depth_tex);
  1100. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1101. //RID sampled_light;
  1102. RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
  1103. ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
  1104. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  1105. Vector<RID> materials;
  1106. materials.resize(sc);
  1107. for (uint32_t i = 0; i < sc; i++) {
  1108. if (i < (uint32_t)p_material_overrides.size()) {
  1109. materials.write[i] = p_material_overrides[i];
  1110. }
  1111. }
  1112. gi_inst->set_surface_materials(materials);
  1113. if (cull_argument.size() == 0) {
  1114. cull_argument.push_back(nullptr);
  1115. }
  1116. cull_argument[0] = gi_inst;
  1117. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  1118. geometry_instance_free(gi_inst);
  1119. TypedArray<Image> ret;
  1120. {
  1121. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  1122. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1123. RD::get_singleton()->free(albedo_alpha_tex);
  1124. ret.push_back(img);
  1125. }
  1126. {
  1127. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  1128. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1129. RD::get_singleton()->free(normal_tex);
  1130. ret.push_back(img);
  1131. }
  1132. {
  1133. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  1134. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1135. RD::get_singleton()->free(orm_tex);
  1136. ret.push_back(img);
  1137. }
  1138. {
  1139. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  1140. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  1141. RD::get_singleton()->free(emission_tex);
  1142. ret.push_back(img);
  1143. }
  1144. RD::get_singleton()->free(depth_write_tex);
  1145. RD::get_singleton()->free(depth_tex);
  1146. return ret;
  1147. }
  1148. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  1149. gi.sdfgi_debug_probe_pos = p_position;
  1150. gi.sdfgi_debug_probe_dir = p_dir;
  1151. }
  1152. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  1153. bool RendererSceneRenderRD::is_vrs_supported() const {
  1154. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  1155. }
  1156. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  1157. // usable by default (unless low end = true)
  1158. return true;
  1159. }
  1160. bool RendererSceneRenderRD::is_volumetric_supported() const {
  1161. // usable by default (unless low end = true)
  1162. return true;
  1163. }
  1164. uint32_t RendererSceneRenderRD::get_max_elements() const {
  1165. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  1166. }
  1167. RendererSceneRenderRD::RendererSceneRenderRD() {
  1168. singleton = this;
  1169. }
  1170. void RendererSceneRenderRD::init() {
  1171. max_cluster_elements = get_max_elements();
  1172. RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
  1173. /* Forward ID */
  1174. forward_id_storage = create_forward_id_storage();
  1175. /* Register the include files we make available by default to our users */
  1176. {
  1177. ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
  1178. ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
  1179. ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
  1180. }
  1181. /* SKY SHADER */
  1182. sky.init();
  1183. /* GI */
  1184. if (is_dynamic_gi_supported()) {
  1185. gi.init(&sky);
  1186. }
  1187. { //decals
  1188. RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
  1189. }
  1190. { //lights
  1191. }
  1192. if (is_volumetric_supported()) {
  1193. RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
  1194. }
  1195. RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  1196. RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
  1197. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  1198. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  1199. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  1200. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  1201. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  1202. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  1203. directional_soft_shadow_kernel = memnew_arr(float, 128);
  1204. penumbra_shadow_kernel = memnew_arr(float, 128);
  1205. soft_shadow_kernel = memnew_arr(float, 128);
  1206. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  1207. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  1208. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  1209. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  1210. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  1211. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  1212. lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
  1213. cull_argument.set_page_pool(&cull_argument_pool);
  1214. bool can_use_storage = _render_buffers_can_be_storage();
  1215. bool can_use_vrs = is_vrs_supported();
  1216. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  1217. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  1218. debug_effects = memnew(RendererRD::DebugEffects);
  1219. luminance = memnew(RendererRD::Luminance(!can_use_storage));
  1220. tone_mapper = memnew(RendererRD::ToneMapper);
  1221. if (can_use_vrs) {
  1222. vrs = memnew(RendererRD::VRS);
  1223. }
  1224. if (can_use_storage) {
  1225. fsr = memnew(RendererRD::FSR);
  1226. }
  1227. }
  1228. RendererSceneRenderRD::~RendererSceneRenderRD() {
  1229. if (forward_id_storage) {
  1230. memdelete(forward_id_storage);
  1231. }
  1232. if (bokeh_dof) {
  1233. memdelete(bokeh_dof);
  1234. }
  1235. if (copy_effects) {
  1236. memdelete(copy_effects);
  1237. }
  1238. if (debug_effects) {
  1239. memdelete(debug_effects);
  1240. }
  1241. if (luminance) {
  1242. memdelete(luminance);
  1243. }
  1244. if (tone_mapper) {
  1245. memdelete(tone_mapper);
  1246. }
  1247. if (vrs) {
  1248. memdelete(vrs);
  1249. }
  1250. if (fsr) {
  1251. memdelete(fsr);
  1252. }
  1253. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  1254. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  1255. }
  1256. if (is_dynamic_gi_supported()) {
  1257. gi.free();
  1258. }
  1259. if (is_volumetric_supported()) {
  1260. RendererRD::Fog::get_singleton()->free_fog_shader();
  1261. }
  1262. memdelete_arr(directional_penumbra_shadow_kernel);
  1263. memdelete_arr(directional_soft_shadow_kernel);
  1264. memdelete_arr(penumbra_shadow_kernel);
  1265. memdelete_arr(soft_shadow_kernel);
  1266. RSG::light_storage->directional_shadow_atlas_set_size(0);
  1267. cull_argument.reset(); //avoid exit error
  1268. }