renderer_scene_render_rd.cpp 178 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/renderer_rd/environment/fog.h"
  35. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  37. #include "servers/rendering/rendering_server_default.h"
  38. #include "servers/rendering/storage/camera_attributes_storage.h"
  39. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  40. const float golden_angle = 2.4;
  41. for (int i = 0; i < p_sample_count; i++) {
  42. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  43. float theta = float(i) * golden_angle;
  44. r_kernel[i * 4] = Math::cos(theta) * r;
  45. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  46. }
  47. }
  48. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  49. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  50. bool needs_sdfgi = p_environment.is_valid() && environment_get_sdfgi_enabled(p_environment);
  51. if (!needs_sdfgi) {
  52. if (rb->sdfgi != nullptr) {
  53. //erase it
  54. rb->sdfgi->erase();
  55. memdelete(rb->sdfgi);
  56. rb->sdfgi = nullptr;
  57. }
  58. return;
  59. }
  60. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  61. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  62. if (rb->sdfgi && (rb->sdfgi->num_cascades != environment_get_sdfgi_cascades(p_environment) || rb->sdfgi->min_cell_size != environment_get_sdfgi_min_cell_size(p_environment) || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != environment_get_sdfgi_use_occlusion(p_environment) || rb->sdfgi->y_scale_mode != environment_get_sdfgi_y_scale(p_environment))) {
  63. //configuration changed, erase
  64. rb->sdfgi->erase();
  65. memdelete(rb->sdfgi);
  66. rb->sdfgi = nullptr;
  67. }
  68. RendererRD::GI::SDFGI *sdfgi = rb->sdfgi;
  69. if (sdfgi == nullptr) {
  70. // re-create
  71. rb->sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size);
  72. } else {
  73. //check for updates
  74. rb->sdfgi->update(p_environment, p_world_position);
  75. }
  76. }
  77. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  78. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  79. ERR_FAIL_COND_V(rb == nullptr, 0);
  80. if (rb->sdfgi == nullptr) {
  81. return 0;
  82. }
  83. int dirty_count = 0;
  84. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  85. const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  86. if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
  87. dirty_count++;
  88. } else {
  89. for (int j = 0; j < 3; j++) {
  90. if (c.dirty_regions[j] != 0) {
  91. dirty_count++;
  92. }
  93. }
  94. }
  95. }
  96. return dirty_count;
  97. }
  98. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  99. AABB bounds;
  100. Vector3i from;
  101. Vector3i size;
  102. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  103. ERR_FAIL_COND_V(rb == nullptr, AABB());
  104. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  105. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  106. ERR_FAIL_COND_V(c == -1, AABB());
  107. return bounds;
  108. }
  109. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  110. AABB bounds;
  111. Vector3i from;
  112. Vector3i size;
  113. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  114. ERR_FAIL_COND_V(rb == nullptr, -1);
  115. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  116. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  117. }
  118. RID RendererSceneRenderRD::sky_allocate() {
  119. return sky.allocate_sky_rid();
  120. }
  121. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  122. sky.initialize_sky_rid(p_rid);
  123. }
  124. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  125. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  126. }
  127. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  128. sky.sky_set_mode(p_sky, p_mode);
  129. }
  130. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  131. sky.sky_set_material(p_sky, p_material);
  132. }
  133. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  134. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  135. }
  136. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  137. glow_bicubic_upscale = p_enable;
  138. }
  139. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  140. glow_high_quality = p_enable;
  141. }
  142. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  143. volumetric_fog_size = p_size;
  144. volumetric_fog_depth = p_depth;
  145. }
  146. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  147. volumetric_fog_filter_active = p_enable;
  148. }
  149. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  150. gi.sdfgi_ray_count = p_ray_count;
  151. }
  152. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  153. gi.sdfgi_frames_to_converge = p_frames;
  154. }
  155. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  156. gi.sdfgi_frames_to_update_light = p_update;
  157. }
  158. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  159. ssr_roughness_quality = p_quality;
  160. }
  161. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  162. return ssr_roughness_quality;
  163. }
  164. 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) {
  165. ssao_quality = p_quality;
  166. ssao_half_size = p_half_size;
  167. ssao_adaptive_target = p_adaptive_target;
  168. ssao_blur_passes = p_blur_passes;
  169. ssao_fadeout_from = p_fadeout_from;
  170. ssao_fadeout_to = p_fadeout_to;
  171. }
  172. void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  173. ssil_quality = p_quality;
  174. ssil_half_size = p_half_size;
  175. ssil_adaptive_target = p_adaptive_target;
  176. ssil_blur_passes = p_blur_passes;
  177. ssil_fadeout_from = p_fadeout_from;
  178. ssil_fadeout_to = p_fadeout_to;
  179. }
  180. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  181. ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
  182. RS::EnvironmentBG environment_background = environment_get_background(p_env);
  183. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  184. return Ref<Image>(); //nothing to bake
  185. }
  186. RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
  187. bool use_ambient_light = false;
  188. bool use_cube_map = false;
  189. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  190. use_ambient_light = true;
  191. } else {
  192. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  193. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  194. }
  195. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
  196. Color ambient_color;
  197. float ambient_color_sky_mix = 0.0;
  198. if (use_ambient_light) {
  199. ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
  200. const float ambient_energy = environment_get_ambient_light_energy(p_env);
  201. ambient_color = environment_get_ambient_light(p_env);
  202. ambient_color = ambient_color.srgb_to_linear();
  203. ambient_color.r *= ambient_energy;
  204. ambient_color.g *= ambient_energy;
  205. ambient_color.b *= ambient_energy;
  206. }
  207. if (use_cube_map) {
  208. Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
  209. if (use_ambient_light) {
  210. for (int x = 0; x < p_size.width; x++) {
  211. for (int y = 0; y < p_size.height; y++) {
  212. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  213. }
  214. }
  215. }
  216. return panorama;
  217. } else {
  218. const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
  219. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
  220. panorama_color = panorama_color.srgb_to_linear();
  221. panorama_color.r *= bg_energy_multiplier;
  222. panorama_color.g *= bg_energy_multiplier;
  223. panorama_color.b *= bg_energy_multiplier;
  224. if (use_ambient_light) {
  225. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  226. }
  227. Ref<Image> panorama;
  228. panorama.instantiate();
  229. panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  230. panorama->fill(panorama_color);
  231. return panorama;
  232. }
  233. return Ref<Image>();
  234. }
  235. ////////////////////////////////////////////////////////////
  236. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  237. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  238. }
  239. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  240. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  241. ERR_FAIL_COND(!fvi);
  242. fvi->transform = p_transform;
  243. }
  244. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  245. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  246. ERR_FAIL_COND(!fvi);
  247. fvi->active = p_active;
  248. }
  249. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  250. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  251. ERR_FAIL_COND_V(!fvi, RID());
  252. return fvi->volume;
  253. }
  254. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  255. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  256. ERR_FAIL_COND_V(!fvi, Vector3());
  257. return fvi->transform.get_origin();
  258. }
  259. ////////////////////////////////////////////////////////////
  260. RID RendererSceneRenderRD::reflection_atlas_create() {
  261. ReflectionAtlas ra;
  262. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  263. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  264. if (is_clustered_enabled()) {
  265. ra.cluster_builder = memnew(ClusterBuilderRD);
  266. ra.cluster_builder->set_shared(&cluster_builder_shared);
  267. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  268. } else {
  269. ra.cluster_builder = nullptr;
  270. }
  271. return reflection_atlas_owner.make_rid(ra);
  272. }
  273. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  274. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  275. ERR_FAIL_COND(!ra);
  276. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  277. return; //no changes
  278. }
  279. if (ra->cluster_builder) {
  280. // only if we're using our cluster
  281. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  282. }
  283. ra->size = p_reflection_size;
  284. ra->count = p_reflection_count;
  285. if (ra->reflection.is_valid()) {
  286. //clear and invalidate everything
  287. RD::get_singleton()->free(ra->reflection);
  288. ra->reflection = RID();
  289. RD::get_singleton()->free(ra->depth_buffer);
  290. ra->depth_buffer = RID();
  291. for (int i = 0; i < ra->reflections.size(); i++) {
  292. ra->reflections.write[i].data.clear_reflection_data();
  293. if (ra->reflections[i].owner.is_null()) {
  294. continue;
  295. }
  296. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  297. //rp->atlasindex clear
  298. }
  299. ra->reflections.clear();
  300. }
  301. }
  302. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  303. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  304. ERR_FAIL_COND_V(!ra, 0);
  305. return ra->size;
  306. }
  307. ////////////////////////
  308. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  309. ReflectionProbeInstance rpi;
  310. rpi.probe = p_probe;
  311. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  312. return reflection_probe_instance_owner.make_rid(rpi);
  313. }
  314. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  315. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  316. ERR_FAIL_COND(!rpi);
  317. rpi->transform = p_transform;
  318. rpi->dirty = true;
  319. }
  320. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  321. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  322. ERR_FAIL_COND(!rpi);
  323. if (rpi->atlas.is_null()) {
  324. return; //nothing to release
  325. }
  326. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  327. ERR_FAIL_COND(!atlas);
  328. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  329. atlas->reflections.write[rpi->atlas_index].owner = RID();
  330. rpi->atlas_index = -1;
  331. rpi->atlas = RID();
  332. }
  333. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  334. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  335. ERR_FAIL_COND_V(!rpi, false);
  336. if (rpi->rendering) {
  337. return false;
  338. }
  339. if (rpi->dirty) {
  340. return true;
  341. }
  342. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  343. return true;
  344. }
  345. return rpi->atlas_index == -1;
  346. }
  347. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  348. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  349. ERR_FAIL_COND_V(!rpi, false);
  350. return rpi->atlas.is_valid();
  351. }
  352. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  353. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
  354. ERR_FAIL_COND_V(!atlas, false);
  355. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  356. ERR_FAIL_COND_V(!rpi, false);
  357. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  358. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  359. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  360. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  361. }
  362. if (RSG::light_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) {
  363. // Invalidate reflection atlas, need to regenerate
  364. RD::get_singleton()->free(atlas->reflection);
  365. atlas->reflection = RID();
  366. for (int i = 0; i < atlas->reflections.size(); i++) {
  367. if (atlas->reflections[i].owner.is_null()) {
  368. continue;
  369. }
  370. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  371. }
  372. atlas->reflections.clear();
  373. }
  374. if (atlas->reflection.is_null()) {
  375. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  376. mipmaps = RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  377. {
  378. //reflection atlas was unused, create:
  379. RD::TextureFormat tf;
  380. tf.array_layers = 6 * atlas->count;
  381. tf.format = _render_buffers_get_color_format();
  382. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  383. tf.mipmaps = mipmaps;
  384. tf.width = atlas->size;
  385. tf.height = atlas->size;
  386. 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);
  387. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  388. }
  389. {
  390. RD::TextureFormat tf;
  391. 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;
  392. tf.width = atlas->size;
  393. tf.height = atlas->size;
  394. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  395. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  396. }
  397. atlas->reflections.resize(atlas->count);
  398. for (int i = 0; i < atlas->count; i++) {
  399. atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
  400. for (int j = 0; j < 6; j++) {
  401. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  402. }
  403. }
  404. Vector<RID> fb;
  405. fb.push_back(atlas->depth_buffer);
  406. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  407. }
  408. if (rpi->atlas_index == -1) {
  409. for (int i = 0; i < atlas->reflections.size(); i++) {
  410. if (atlas->reflections[i].owner.is_null()) {
  411. rpi->atlas_index = i;
  412. break;
  413. }
  414. }
  415. //find the one used last
  416. if (rpi->atlas_index == -1) {
  417. //everything is in use, find the one least used via LRU
  418. uint64_t pass_min = 0;
  419. for (int i = 0; i < atlas->reflections.size(); i++) {
  420. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
  421. if (rpi2->last_pass < pass_min) {
  422. pass_min = rpi2->last_pass;
  423. rpi->atlas_index = i;
  424. }
  425. }
  426. }
  427. }
  428. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  429. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  430. }
  431. rpi->atlas = p_reflection_atlas;
  432. rpi->rendering = true;
  433. rpi->dirty = false;
  434. rpi->processing_layer = 1;
  435. rpi->processing_side = 0;
  436. RD::get_singleton()->draw_command_end_label();
  437. return true;
  438. }
  439. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  440. Vector<RID> fb;
  441. fb.push_back(p_color);
  442. fb.push_back(p_depth);
  443. return RD::get_singleton()->framebuffer_create(fb);
  444. }
  445. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  446. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  447. ERR_FAIL_COND_V(!rpi, false);
  448. ERR_FAIL_COND_V(!rpi->rendering, false);
  449. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  450. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  451. if (!atlas || rpi->atlas_index == -1) {
  452. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  453. rpi->rendering = false;
  454. return false;
  455. }
  456. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  457. // Using real time reflections, all roughness is done in one step
  458. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false);
  459. rpi->rendering = false;
  460. rpi->processing_side = 0;
  461. rpi->processing_layer = 1;
  462. return true;
  463. }
  464. if (rpi->processing_layer > 1) {
  465. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  466. rpi->processing_layer++;
  467. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  468. rpi->rendering = false;
  469. rpi->processing_side = 0;
  470. rpi->processing_layer = 1;
  471. return true;
  472. }
  473. return false;
  474. } else {
  475. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  476. }
  477. rpi->processing_side++;
  478. if (rpi->processing_side == 6) {
  479. rpi->processing_side = 0;
  480. rpi->processing_layer++;
  481. }
  482. return false;
  483. }
  484. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  485. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  486. ERR_FAIL_COND_V(!rpi, 0);
  487. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  488. ERR_FAIL_COND_V(!atlas, 0);
  489. return atlas->size;
  490. }
  491. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  492. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  493. ERR_FAIL_COND_V(!rpi, RID());
  494. ERR_FAIL_INDEX_V(p_index, 6, RID());
  495. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  496. ERR_FAIL_COND_V(!atlas, RID());
  497. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  498. }
  499. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  500. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  501. ERR_FAIL_COND_V(!rpi, RID());
  502. ERR_FAIL_INDEX_V(p_index, 6, RID());
  503. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  504. ERR_FAIL_COND_V(!atlas, RID());
  505. return atlas->depth_fb;
  506. }
  507. ///////////////////////////////////////////////////////////
  508. RID RendererSceneRenderRD::shadow_atlas_create() {
  509. return shadow_atlas_owner.make_rid(ShadowAtlas());
  510. }
  511. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  512. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  513. RD::TextureFormat tf;
  514. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  515. tf.width = shadow_atlas->size;
  516. tf.height = shadow_atlas->size;
  517. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  518. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  519. Vector<RID> fb_tex;
  520. fb_tex.push_back(shadow_atlas->depth);
  521. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  522. }
  523. }
  524. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  525. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  526. ERR_FAIL_COND(!shadow_atlas);
  527. ERR_FAIL_COND(p_size < 0);
  528. p_size = next_power_of_2(p_size);
  529. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  530. return;
  531. }
  532. // erasing atlas
  533. if (shadow_atlas->depth.is_valid()) {
  534. RD::get_singleton()->free(shadow_atlas->depth);
  535. shadow_atlas->depth = RID();
  536. }
  537. for (int i = 0; i < 4; i++) {
  538. //clear subdivisions
  539. shadow_atlas->quadrants[i].shadows.clear();
  540. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  541. }
  542. //erase shadow atlas reference from lights
  543. for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
  544. LightInstance *li = light_instance_owner.get_or_null(E.key);
  545. ERR_CONTINUE(!li);
  546. li->shadow_atlases.erase(p_atlas);
  547. }
  548. //clear owners
  549. shadow_atlas->shadow_owners.clear();
  550. shadow_atlas->size = p_size;
  551. shadow_atlas->use_16_bits = p_16_bits;
  552. }
  553. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  554. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  555. ERR_FAIL_COND(!shadow_atlas);
  556. ERR_FAIL_INDEX(p_quadrant, 4);
  557. ERR_FAIL_INDEX(p_subdivision, 16384);
  558. uint32_t subdiv = next_power_of_2(p_subdivision);
  559. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  560. subdiv <<= 1;
  561. }
  562. subdiv = int(Math::sqrt((float)subdiv));
  563. //obtain the number that will be x*x
  564. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  565. return;
  566. }
  567. //erase all data from quadrant
  568. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  569. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  570. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  571. LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  572. ERR_CONTINUE(!li);
  573. li->shadow_atlases.erase(p_atlas);
  574. }
  575. }
  576. shadow_atlas->quadrants[p_quadrant].shadows.clear();
  577. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  578. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  579. //cache the smallest subdiv (for faster allocation in light update)
  580. shadow_atlas->smallest_subdiv = 1 << 30;
  581. for (int i = 0; i < 4; i++) {
  582. if (shadow_atlas->quadrants[i].subdivision) {
  583. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  584. }
  585. }
  586. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  587. shadow_atlas->smallest_subdiv = 0;
  588. }
  589. //resort the size orders, simple bublesort for 4 elements..
  590. int swaps = 0;
  591. do {
  592. swaps = 0;
  593. for (int i = 0; i < 3; i++) {
  594. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  595. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  596. swaps++;
  597. }
  598. }
  599. } while (swaps > 0);
  600. }
  601. 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) {
  602. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  603. int qidx = p_in_quadrants[i];
  604. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  605. return false;
  606. }
  607. //look for an empty space
  608. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  609. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  610. int found_free_idx = -1; //found a free one
  611. int found_used_idx = -1; //found existing one, must steal it
  612. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  613. for (int j = 0; j < sc; j++) {
  614. if (!sarr[j].owner.is_valid()) {
  615. found_free_idx = j;
  616. break;
  617. }
  618. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  619. ERR_CONTINUE(!sli);
  620. if (sli->last_scene_pass != scene_pass) {
  621. //was just allocated, don't kill it so soon, wait a bit..
  622. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  623. continue;
  624. }
  625. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  626. found_used_idx = j;
  627. min_pass = sli->last_scene_pass;
  628. }
  629. }
  630. }
  631. if (found_free_idx == -1 && found_used_idx == -1) {
  632. continue; //nothing found
  633. }
  634. if (found_free_idx == -1 && found_used_idx != -1) {
  635. found_free_idx = found_used_idx;
  636. }
  637. r_quadrant = qidx;
  638. r_shadow = found_free_idx;
  639. return true;
  640. }
  641. return false;
  642. }
  643. bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(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) {
  644. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  645. int qidx = p_in_quadrants[i];
  646. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  647. return false;
  648. }
  649. //look for an empty space
  650. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  651. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  652. int found_idx = -1;
  653. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  654. for (int j = 0; j < sc - 1; j++) {
  655. uint64_t pass = 0;
  656. if (sarr[j].owner.is_valid()) {
  657. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  658. ERR_CONTINUE(!sli);
  659. if (sli->last_scene_pass == scene_pass) {
  660. continue;
  661. }
  662. //was just allocated, don't kill it so soon, wait a bit..
  663. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  664. continue;
  665. }
  666. pass += sli->last_scene_pass;
  667. }
  668. if (sarr[j + 1].owner.is_valid()) {
  669. LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
  670. ERR_CONTINUE(!sli);
  671. if (sli->last_scene_pass == scene_pass) {
  672. continue;
  673. }
  674. //was just allocated, don't kill it so soon, wait a bit..
  675. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  676. continue;
  677. }
  678. pass += sli->last_scene_pass;
  679. }
  680. if (found_idx == -1 || pass < min_pass) {
  681. found_idx = j;
  682. min_pass = pass;
  683. // we found two empty spots, no need to check the rest
  684. if (pass == 0) {
  685. break;
  686. }
  687. }
  688. }
  689. if (found_idx == -1) {
  690. continue; //nothing found
  691. }
  692. r_quadrant = qidx;
  693. r_shadow = found_idx;
  694. return true;
  695. }
  696. return false;
  697. }
  698. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {
  699. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  700. ERR_FAIL_COND_V(!shadow_atlas, false);
  701. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  702. ERR_FAIL_COND_V(!li, false);
  703. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  704. return false;
  705. }
  706. uint32_t quad_size = shadow_atlas->size >> 1;
  707. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  708. int valid_quadrants[4];
  709. int valid_quadrant_count = 0;
  710. int best_size = -1; //best size found
  711. int best_subdiv = -1; //subdiv for the best size
  712. //find the quadrants this fits into, and the best possible size it can fit into
  713. for (int i = 0; i < 4; i++) {
  714. int q = shadow_atlas->size_order[i];
  715. int sd = shadow_atlas->quadrants[q].subdivision;
  716. if (sd == 0) {
  717. continue; //unused
  718. }
  719. int max_fit = quad_size / sd;
  720. if (best_size != -1 && max_fit > best_size) {
  721. break; //too large
  722. }
  723. valid_quadrants[valid_quadrant_count++] = q;
  724. best_subdiv = sd;
  725. if (max_fit >= desired_fit) {
  726. best_size = max_fit;
  727. }
  728. }
  729. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  730. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  731. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  732. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  733. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  734. int old_subdivision = -1;
  735. bool should_realloc = false;
  736. bool should_redraw = false;
  737. if (shadow_atlas->shadow_owners.has(p_light_instance)) {
  738. old_key = shadow_atlas->shadow_owners[p_light_instance];
  739. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  740. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  741. should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
  742. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  743. if (!should_realloc) {
  744. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  745. //already existing, see if it should redraw or it's just OK
  746. return should_redraw;
  747. }
  748. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  749. }
  750. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  751. bool found_shadow = false;
  752. int new_quadrant = -1;
  753. int new_shadow = -1;
  754. if (is_omni) {
  755. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  756. } else {
  757. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  758. }
  759. if (found_shadow) {
  760. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  761. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  762. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  763. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  764. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  765. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  766. }
  767. }
  768. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  769. new_key |= new_shadow;
  770. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  771. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  772. sh->owner = p_light_instance;
  773. sh->alloc_tick = tick;
  774. sh->version = p_light_version;
  775. if (is_omni) {
  776. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  777. int new_omni_shadow = new_shadow + 1;
  778. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  779. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  780. extra_sh->owner = p_light_instance;
  781. extra_sh->alloc_tick = tick;
  782. extra_sh->version = p_light_version;
  783. }
  784. li->shadow_atlases.insert(p_atlas);
  785. //update it in map
  786. shadow_atlas->shadow_owners[p_light_instance] = new_key;
  787. //make it dirty, as it should redraw anyway
  788. return true;
  789. }
  790. return should_redraw;
  791. }
  792. void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
  793. if (p_shadow->owner.is_valid()) {
  794. LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
  795. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  796. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  797. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  798. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  799. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  800. omni_shadow->version = 0;
  801. omni_shadow->owner = RID();
  802. }
  803. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  804. p_shadow->version = 0;
  805. p_shadow->owner = RID();
  806. sli->shadow_atlases.erase(p_atlas);
  807. }
  808. }
  809. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  810. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  811. RD::TextureFormat tf;
  812. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  813. tf.width = directional_shadow.size;
  814. tf.height = directional_shadow.size;
  815. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  816. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  817. Vector<RID> fb_tex;
  818. fb_tex.push_back(directional_shadow.depth);
  819. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  820. }
  821. }
  822. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  823. p_size = nearest_power_of_2_templated(p_size);
  824. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  825. return;
  826. }
  827. directional_shadow.size = p_size;
  828. directional_shadow.use_16_bits = p_16_bits;
  829. if (directional_shadow.depth.is_valid()) {
  830. RD::get_singleton()->free(directional_shadow.depth);
  831. directional_shadow.depth = RID();
  832. _base_uniforms_changed();
  833. }
  834. }
  835. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  836. directional_shadow.light_count = p_count;
  837. directional_shadow.current_light = 0;
  838. }
  839. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  840. int split_h = 1;
  841. int split_v = 1;
  842. while (split_h * split_v < p_shadow_count) {
  843. if (split_h == split_v) {
  844. split_h <<= 1;
  845. } else {
  846. split_v <<= 1;
  847. }
  848. }
  849. Rect2i rect(0, 0, p_size, p_size);
  850. rect.size.width /= split_h;
  851. rect.size.height /= split_v;
  852. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  853. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  854. return rect;
  855. }
  856. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  857. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  858. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  859. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
  860. ERR_FAIL_COND_V(!light_instance, 0);
  861. switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) {
  862. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  863. break; //none
  864. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  865. r.size.height /= 2;
  866. break;
  867. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  868. r.size /= 2;
  869. break;
  870. }
  871. return MAX(r.size.width, r.size.height);
  872. }
  873. //////////////////////////////////////////////////
  874. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  875. RID li = light_instance_owner.make_rid(LightInstance());
  876. LightInstance *light_instance = light_instance_owner.get_or_null(li);
  877. light_instance->self = li;
  878. light_instance->light = p_light;
  879. light_instance->light_type = RSG::light_storage->light_get_type(p_light);
  880. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  881. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  882. }
  883. return li;
  884. }
  885. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  886. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  887. ERR_FAIL_COND(!light_instance);
  888. light_instance->transform = p_transform;
  889. }
  890. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  891. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  892. ERR_FAIL_COND(!light_instance);
  893. light_instance->aabb = p_aabb;
  894. }
  895. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const Projection &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) {
  896. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  897. ERR_FAIL_COND(!light_instance);
  898. ERR_FAIL_INDEX(p_pass, 6);
  899. light_instance->shadow_transform[p_pass].camera = p_projection;
  900. light_instance->shadow_transform[p_pass].transform = p_transform;
  901. light_instance->shadow_transform[p_pass].farplane = p_far;
  902. light_instance->shadow_transform[p_pass].split = p_split;
  903. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  904. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  905. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  906. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  907. }
  908. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  909. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  910. ERR_FAIL_COND(!light_instance);
  911. light_instance->last_scene_pass = scene_pass;
  912. }
  913. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  914. if (!shadow_cubemaps.has(p_size)) {
  915. ShadowCubemap sc;
  916. {
  917. RD::TextureFormat tf;
  918. 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;
  919. tf.width = p_size;
  920. tf.height = p_size;
  921. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  922. tf.array_layers = 6;
  923. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  924. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  925. }
  926. for (int i = 0; i < 6; i++) {
  927. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  928. Vector<RID> fbtex;
  929. fbtex.push_back(side_texture);
  930. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  931. }
  932. shadow_cubemaps[p_size] = sc;
  933. }
  934. return &shadow_cubemaps[p_size];
  935. }
  936. //////////////////////////
  937. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  938. DecalInstance di;
  939. di.decal = p_decal;
  940. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  941. return decal_instance_owner.make_rid(di);
  942. }
  943. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  944. DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
  945. ERR_FAIL_COND(!di);
  946. di->transform = p_transform;
  947. }
  948. /////////////////////////////////
  949. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  950. LightmapInstance li;
  951. li.lightmap = p_lightmap;
  952. return lightmap_instance_owner.make_rid(li);
  953. }
  954. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  955. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
  956. ERR_FAIL_COND(!li);
  957. li->transform = p_transform;
  958. }
  959. /////////////////////////////////
  960. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  961. return gi.voxel_gi_instance_create(p_base);
  962. }
  963. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  964. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  965. }
  966. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  967. if (!is_dynamic_gi_supported()) {
  968. return false;
  969. }
  970. return gi.voxel_gi_needs_update(p_probe);
  971. }
  972. 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) {
  973. if (!is_dynamic_gi_supported()) {
  974. return;
  975. }
  976. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  977. }
  978. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
  979. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  980. ERR_FAIL_COND(!rb);
  981. if (!rb->sdfgi) {
  982. return; //nothing to debug
  983. }
  984. rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
  985. }
  986. ////////////////////////////////
  987. RID RendererSceneRenderRD::render_buffers_create() {
  988. RenderBuffers rb;
  989. rb.data = _create_render_buffer_data();
  990. return render_buffers_owner.make_rid(rb);
  991. }
  992. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  993. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  994. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  995. RD::TextureFormat tf;
  996. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  997. tf.width = rb->internal_width;
  998. tf.height = rb->internal_height;
  999. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1000. tf.array_layers = rb->view_count;
  1001. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1002. if (_render_buffers_can_be_storage()) {
  1003. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1004. } else {
  1005. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1006. }
  1007. tf.mipmaps = mipmaps_required;
  1008. rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1009. tf.width = rb->internal_width;
  1010. tf.height = rb->internal_height;
  1011. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1012. //the second one is smaller (only used for separatable part of blur)
  1013. tf.width >>= 1;
  1014. tf.height >>= 1;
  1015. tf.mipmaps--;
  1016. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1017. for (uint32_t l = 0; l < rb->view_count; l++) {
  1018. RenderBuffers::Blur::Layer ll[2];
  1019. int base_width = rb->internal_width;
  1020. int base_height = rb->internal_height;
  1021. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1022. RenderBuffers::Blur::Mipmap mm;
  1023. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i);
  1024. mm.width = base_width;
  1025. mm.height = base_height;
  1026. if (!_render_buffers_can_be_storage()) {
  1027. Vector<RID> fb;
  1028. fb.push_back(mm.texture);
  1029. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1030. }
  1031. if (!_render_buffers_can_be_storage()) {
  1032. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1033. tf.width = MAX(1, base_width >> 1);
  1034. tf.height = base_height;
  1035. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1036. tf.array_layers = 1;
  1037. tf.mipmaps = 1;
  1038. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1039. Vector<RID> half_fb;
  1040. half_fb.push_back(mm.half_texture);
  1041. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1042. }
  1043. ll[0].mipmaps.push_back(mm);
  1044. if (i > 0) {
  1045. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1);
  1046. if (!_render_buffers_can_be_storage()) {
  1047. Vector<RID> fb;
  1048. fb.push_back(mm.texture);
  1049. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1050. // We can re-use the half texture here as it is an intermediate result
  1051. }
  1052. ll[1].mipmaps.push_back(mm);
  1053. }
  1054. base_width = MAX(1, base_width >> 1);
  1055. base_height = MAX(1, base_height >> 1);
  1056. }
  1057. rb->blur[0].layers.push_back(ll[0]);
  1058. rb->blur[1].layers.push_back(ll[1]);
  1059. }
  1060. if (!_render_buffers_can_be_storage()) {
  1061. // create 4 weight textures, 2 full size, 2 half size
  1062. tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
  1063. tf.width = rb->internal_width;
  1064. tf.height = rb->internal_height;
  1065. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1066. tf.array_layers = 1; // Our DOF effect handles one eye per turn
  1067. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1068. tf.mipmaps = 1;
  1069. for (uint32_t i = 0; i < 4; i++) {
  1070. // associated blur texture
  1071. RID texture;
  1072. if (i == 1) {
  1073. texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1074. } else if (i == 2) {
  1075. texture = rb->blur[1].layers[0].mipmaps[0].texture;
  1076. } else if (i == 3) {
  1077. texture = rb->blur[0].layers[0].mipmaps[1].texture;
  1078. }
  1079. // create weight texture
  1080. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1081. // create frame buffer
  1082. Vector<RID> fb;
  1083. if (i != 0) {
  1084. fb.push_back(texture);
  1085. }
  1086. fb.push_back(rb->weight_buffers[i].weight);
  1087. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1088. if (i == 1) {
  1089. // next 2 are half size
  1090. tf.width = MAX(1u, tf.width >> 1);
  1091. tf.height = MAX(1u, tf.height >> 1);
  1092. }
  1093. }
  1094. }
  1095. }
  1096. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1097. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1098. {
  1099. RD::TextureFormat tf;
  1100. if (rb->view_count > 1) {
  1101. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1102. }
  1103. // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16?
  1104. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1105. tf.width = rb->width;
  1106. tf.height = rb->height;
  1107. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1108. tf.array_layers = rb->view_count; // create a layer for every view
  1109. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1110. tf.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
  1111. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1112. }
  1113. if (!_render_buffers_can_be_storage()) {
  1114. // create framebuffer so we can write into this...
  1115. Vector<RID> fb;
  1116. fb.push_back(rb->depth_back_texture);
  1117. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1118. }
  1119. }
  1120. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1121. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1122. int w = rb->internal_width;
  1123. int h = rb->internal_height;
  1124. while (true) {
  1125. w = MAX(w / 8, 1);
  1126. h = MAX(h / 8, 1);
  1127. RD::TextureFormat tf;
  1128. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1129. tf.width = w;
  1130. tf.height = h;
  1131. bool final = w == 1 && h == 1;
  1132. if (_render_buffers_can_be_storage()) {
  1133. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1134. if (final) {
  1135. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1136. }
  1137. } else {
  1138. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1139. }
  1140. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1141. rb->luminance.reduce.push_back(texture);
  1142. if (!_render_buffers_can_be_storage()) {
  1143. Vector<RID> fb;
  1144. fb.push_back(texture);
  1145. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1146. }
  1147. if (final) {
  1148. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1149. if (!_render_buffers_can_be_storage()) {
  1150. Vector<RID> fb;
  1151. fb.push_back(rb->luminance.current);
  1152. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1153. }
  1154. break;
  1155. }
  1156. }
  1157. }
  1158. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1159. if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
  1160. for (int i = 0; i < rb->views.size(); i++) {
  1161. if (rb->views[i].view_fb.is_valid()) {
  1162. RD::get_singleton()->free(rb->views[i].view_fb);
  1163. }
  1164. if (rb->views[i].view_texture.is_valid()) {
  1165. RD::get_singleton()->free(rb->views[i].view_texture);
  1166. }
  1167. if (rb->views[i].view_depth.is_valid()) {
  1168. RD::get_singleton()->free(rb->views[i].view_depth);
  1169. }
  1170. }
  1171. }
  1172. rb->views.clear();
  1173. if (rb->texture_fb.is_valid()) {
  1174. RD::get_singleton()->free(rb->texture_fb);
  1175. rb->texture_fb = RID();
  1176. }
  1177. if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) {
  1178. RD::get_singleton()->free(rb->internal_texture);
  1179. rb->texture = RID();
  1180. rb->internal_texture = RID();
  1181. rb->upscale_texture = RID();
  1182. } else {
  1183. if (rb->texture.is_valid()) {
  1184. RD::get_singleton()->free(rb->texture);
  1185. rb->texture = RID();
  1186. }
  1187. if (rb->internal_texture.is_valid()) {
  1188. RD::get_singleton()->free(rb->internal_texture);
  1189. rb->internal_texture = RID();
  1190. }
  1191. if (rb->upscale_texture.is_valid()) {
  1192. RD::get_singleton()->free(rb->upscale_texture);
  1193. rb->upscale_texture = RID();
  1194. }
  1195. }
  1196. if (rb->depth_texture.is_valid()) {
  1197. RD::get_singleton()->free(rb->depth_texture);
  1198. rb->depth_texture = RID();
  1199. }
  1200. if (rb->depth_back_fb.is_valid()) {
  1201. RD::get_singleton()->free(rb->depth_back_fb);
  1202. rb->depth_back_fb = RID();
  1203. }
  1204. if (rb->depth_back_texture.is_valid()) {
  1205. RD::get_singleton()->free(rb->depth_back_texture);
  1206. rb->depth_back_texture = RID();
  1207. }
  1208. if (rb->sss_texture.is_valid()) {
  1209. RD::get_singleton()->free(rb->sss_texture);
  1210. rb->sss_texture = RID();
  1211. }
  1212. if (rb->vrs_fb.is_valid()) {
  1213. RD::get_singleton()->free(rb->vrs_fb);
  1214. rb->vrs_fb = RID();
  1215. }
  1216. if (rb->vrs_texture.is_valid()) {
  1217. RD::get_singleton()->free(rb->vrs_texture);
  1218. rb->vrs_texture = RID();
  1219. }
  1220. for (int i = 0; i < 2; i++) {
  1221. for (int l = 0; l < rb->blur[i].layers.size(); l++) {
  1222. for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
  1223. // do we free the texture slice here? or is it enough to free the main texture?
  1224. // do free the mobile extra stuff
  1225. if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
  1226. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
  1227. }
  1228. // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
  1229. if (i == 0) {
  1230. if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
  1231. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
  1232. }
  1233. if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
  1234. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
  1235. }
  1236. }
  1237. }
  1238. }
  1239. rb->blur[i].layers.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->ss_effects.linear_depth.is_valid()) {
  1262. RD::get_singleton()->free(rb->ss_effects.linear_depth);
  1263. rb->ss_effects.linear_depth = RID();
  1264. rb->ss_effects.linear_depth_slices.clear();
  1265. }
  1266. ss_effects->ssao_free(rb->ss_effects.ssao);
  1267. ss_effects->ssil_free(rb->ss_effects.ssil);
  1268. ss_effects->ssr_free(rb->ssr);
  1269. if (rb->taa.history.is_valid()) {
  1270. RD::get_singleton()->free(rb->taa.history);
  1271. rb->taa.history = RID();
  1272. }
  1273. if (rb->taa.temp.is_valid()) {
  1274. RD::get_singleton()->free(rb->taa.temp);
  1275. rb->taa.temp = RID();
  1276. }
  1277. if (rb->taa.prev_velocity.is_valid()) {
  1278. RD::get_singleton()->free(rb->taa.prev_velocity);
  1279. rb->taa.prev_velocity = RID();
  1280. }
  1281. rb->rbgi.free();
  1282. }
  1283. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const Projection &p_camera) {
  1284. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1285. ERR_FAIL_COND(!rb);
  1286. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1287. if (!can_use_effects) {
  1288. //just copy
  1289. return;
  1290. }
  1291. if (rb->blur[0].texture.is_null()) {
  1292. _allocate_blur_textures(rb);
  1293. }
  1294. RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
  1295. }
  1296. void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
  1297. ERR_FAIL_NULL(ss_effects);
  1298. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1299. ERR_FAIL_COND(!rb);
  1300. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1301. if (!can_use_effects) {
  1302. //just copy
  1303. copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count);
  1304. return;
  1305. }
  1306. ERR_FAIL_COND(p_environment.is_null());
  1307. ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment));
  1308. Size2i half_size = Size2i(rb->internal_width / 2, rb->internal_height / 2);
  1309. if (rb->ssr.output.is_null()) {
  1310. ss_effects->ssr_allocate_buffers(rb->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, rb->view_count);
  1311. }
  1312. RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS];
  1313. RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS];
  1314. for (uint32_t v = 0; v < rb->view_count; v++) {
  1315. texture_slices[v] = rb->views[v].view_texture;
  1316. depth_slices[v] = rb->views[v].view_depth;
  1317. }
  1318. ss_effects->screen_space_reflection(rb->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), rb->view_count, p_projections, p_eye_offsets);
  1319. copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count);
  1320. }
  1321. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
  1322. ERR_FAIL_NULL(ss_effects);
  1323. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1324. ERR_FAIL_COND(!rb);
  1325. ERR_FAIL_COND(p_environment.is_null());
  1326. RENDER_TIMESTAMP("Process SSAO");
  1327. RendererRD::SSEffects::SSAOSettings settings;
  1328. settings.radius = environment_get_ssao_radius(p_environment);
  1329. settings.intensity = environment_get_ssao_intensity(p_environment);
  1330. settings.power = environment_get_ssao_power(p_environment);
  1331. settings.detail = environment_get_ssao_detail(p_environment);
  1332. settings.horizon = environment_get_ssao_horizon(p_environment);
  1333. settings.sharpness = environment_get_ssao_sharpness(p_environment);
  1334. settings.quality = ssao_quality;
  1335. settings.half_size = ssao_half_size;
  1336. settings.adaptive_target = ssao_adaptive_target;
  1337. settings.blur_passes = ssao_blur_passes;
  1338. settings.fadeout_from = ssao_fadeout_from;
  1339. settings.fadeout_to = ssao_fadeout_to;
  1340. settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
  1341. ss_effects->ssao_allocate_buffers(rb->ss_effects.ssao, settings, rb->ss_effects.linear_depth);
  1342. ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings);
  1343. }
  1344. void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) {
  1345. ERR_FAIL_NULL(ss_effects);
  1346. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1347. ERR_FAIL_COND(!rb);
  1348. ERR_FAIL_COND(p_environment.is_null());
  1349. RENDER_TIMESTAMP("Process SSIL");
  1350. RendererRD::SSEffects::SSILSettings settings;
  1351. settings.radius = environment_get_ssil_radius(p_environment);
  1352. settings.intensity = environment_get_ssil_intensity(p_environment);
  1353. settings.sharpness = environment_get_ssil_sharpness(p_environment);
  1354. settings.normal_rejection = environment_get_ssil_normal_rejection(p_environment);
  1355. settings.quality = ssil_quality;
  1356. settings.half_size = ssil_half_size;
  1357. settings.adaptive_target = ssil_adaptive_target;
  1358. settings.blur_passes = ssil_blur_passes;
  1359. settings.fadeout_from = ssil_fadeout_from;
  1360. settings.fadeout_to = ssil_fadeout_to;
  1361. settings.full_screen_size = Size2i(rb->width, rb->height);
  1362. Projection correction;
  1363. correction.set_depth_correction(true);
  1364. Projection projection = correction * p_projection;
  1365. Transform3D transform = p_transform;
  1366. transform.set_origin(Vector3(0.0, 0.0, 0.0));
  1367. Projection last_frame_projection = rb->ss_effects.last_frame_projection * Projection(rb->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
  1368. ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth);
  1369. ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
  1370. rb->ss_effects.last_frame_projection = projection;
  1371. rb->ss_effects.last_frame_transform = transform;
  1372. }
  1373. void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
  1374. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1375. ERR_FAIL_COND(!rb);
  1376. if (rb->ss_effects.ssil.last_frame.is_valid()) {
  1377. copy_effects->copy_to_rect(rb->texture, rb->ss_effects.ssil.last_frame, Rect2i(0, 0, rb->width, rb->height));
  1378. int width = rb->width;
  1379. int height = rb->height;
  1380. for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) {
  1381. width = MAX(1, width >> 1);
  1382. height = MAX(1, height >> 1);
  1383. copy_effects->make_mipmap(rb->ss_effects.ssil.last_frame_slices[i], rb->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height));
  1384. }
  1385. }
  1386. }
  1387. void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) {
  1388. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1389. ERR_FAIL_COND(!rb);
  1390. bool just_allocated = false;
  1391. if (rb->taa.history.is_null()) {
  1392. RD::TextureFormat tf;
  1393. if (rb->view_count > 1) {
  1394. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1395. }
  1396. tf.format = _render_buffers_get_color_format();
  1397. tf.width = rb->internal_width;
  1398. tf.height = rb->internal_height;
  1399. tf.array_layers = rb->view_count; // create a layer for every view
  1400. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  1401. rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1402. rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1403. tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
  1404. rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1405. just_allocated = true;
  1406. }
  1407. RD::get_singleton()->draw_command_begin_label("TAA");
  1408. if (!just_allocated) {
  1409. RendererCompositorRD::singleton->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far);
  1410. copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1411. }
  1412. copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1413. copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height));
  1414. RD::get_singleton()->draw_command_end_label();
  1415. }
  1416. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1417. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1418. ERR_FAIL_COND(!rb);
  1419. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1420. if (rb->blur[0].texture.is_null()) {
  1421. _allocate_blur_textures(rb);
  1422. }
  1423. bool can_use_storage = _render_buffers_can_be_storage();
  1424. for (uint32_t v = 0; v < rb->view_count; v++) {
  1425. if (can_use_storage) {
  1426. copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
  1427. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1428. copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
  1429. }
  1430. } else {
  1431. copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
  1432. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1433. copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
  1434. }
  1435. }
  1436. }
  1437. RD::get_singleton()->draw_command_end_label();
  1438. }
  1439. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1440. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1441. ERR_FAIL_COND(!rb);
  1442. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1443. if (rb->depth_back_texture.is_null()) {
  1444. _allocate_depth_backbuffer_textures(rb);
  1445. }
  1446. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1447. bool can_use_storage = _render_buffers_can_be_storage();
  1448. if (can_use_storage) {
  1449. copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1450. } else {
  1451. copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1452. }
  1453. RD::get_singleton()->draw_command_end_label();
  1454. }
  1455. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1456. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1457. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1458. ERR_FAIL_COND(!rb);
  1459. // Glow, auto exposure and DoF (if enabled).
  1460. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1461. bool can_use_storage = _render_buffers_can_be_storage();
  1462. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
  1463. RENDER_TIMESTAMP("Depth of Field");
  1464. RD::get_singleton()->draw_command_begin_label("DOF");
  1465. if (rb->blur[0].texture.is_null()) {
  1466. _allocate_blur_textures(rb);
  1467. }
  1468. RendererRD::BokehDOF::BokehBuffers buffers;
  1469. // Textures we use
  1470. buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
  1471. buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1472. buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
  1473. buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
  1474. if (can_use_storage) {
  1475. for (uint32_t i = 0; i < rb->view_count; i++) {
  1476. buffers.base_texture = rb->views[i].view_texture;
  1477. buffers.depth_texture = rb->views[i].view_depth;
  1478. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1479. float z_near = p_render_data->view_projection[i].get_z_near();
  1480. float z_far = p_render_data->view_projection[i].get_z_far();
  1481. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
  1482. };
  1483. } else {
  1484. // Set framebuffers.
  1485. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1486. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1487. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1488. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1489. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1490. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1491. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1492. // Set weight buffers.
  1493. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  1494. for (uint32_t i = 0; i < rb->view_count; i++) {
  1495. buffers.base_texture = rb->views[i].view_texture;
  1496. buffers.depth_texture = rb->views[i].view_depth;
  1497. buffers.base_fb = rb->views[i].view_fb;
  1498. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1499. float z_near = p_render_data->view_projection[i].get_z_near();
  1500. float z_far = p_render_data->view_projection[i].get_z_far();
  1501. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
  1502. }
  1503. }
  1504. RD::get_singleton()->draw_command_end_label();
  1505. }
  1506. float auto_exposure_scale = 1.0;
  1507. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  1508. RENDER_TIMESTAMP("Auto exposure");
  1509. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1510. if (rb->luminance.current.is_null()) {
  1511. _allocate_luminance_textures(rb);
  1512. }
  1513. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  1514. bool set_immediate = auto_exposure_version != rb->auto_exposure_version;
  1515. rb->auto_exposure_version = auto_exposure_version;
  1516. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  1517. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  1518. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  1519. if (can_use_storage) {
  1520. RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  1521. } else {
  1522. RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  1523. }
  1524. // Swap final reduce with prev luminance.
  1525. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1526. if (!can_use_storage) {
  1527. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1528. }
  1529. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  1530. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  1531. RD::get_singleton()->draw_command_end_label();
  1532. }
  1533. int max_glow_level = -1;
  1534. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  1535. RENDER_TIMESTAMP("Glow");
  1536. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1537. /* see that blur textures are allocated */
  1538. if (rb->blur[1].texture.is_null()) {
  1539. _allocate_blur_textures(rb);
  1540. }
  1541. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1542. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  1543. if (i >= rb->blur[1].layers[0].mipmaps.size()) {
  1544. max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
  1545. } else {
  1546. max_glow_level = i;
  1547. }
  1548. }
  1549. }
  1550. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1551. for (uint32_t l = 0; l < rb->view_count; l++) {
  1552. for (int i = 0; i < (max_glow_level + 1); i++) {
  1553. int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
  1554. int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
  1555. if (i == 0) {
  1556. RID luminance_texture;
  1557. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
  1558. luminance_texture = rb->luminance.current;
  1559. }
  1560. if (can_use_storage) {
  1561. copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  1562. } else {
  1563. copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  1564. }
  1565. } else {
  1566. if (can_use_storage) {
  1567. copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality);
  1568. } else {
  1569. copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality);
  1570. }
  1571. }
  1572. }
  1573. }
  1574. RD::get_singleton()->draw_command_end_label();
  1575. }
  1576. {
  1577. RENDER_TIMESTAMP("Tonemap");
  1578. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1579. RendererRD::ToneMapper::TonemapSettings tonemap;
  1580. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
  1581. tonemap.use_auto_exposure = true;
  1582. tonemap.exposure_texture = rb->luminance.current;
  1583. tonemap.auto_exposure_scale = auto_exposure_scale;
  1584. } else {
  1585. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1586. }
  1587. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  1588. tonemap.use_glow = true;
  1589. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  1590. 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);
  1591. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1592. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  1593. }
  1594. tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
  1595. tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
  1596. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1597. tonemap.glow_texture = rb->blur[1].texture;
  1598. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  1599. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  1600. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  1601. } else {
  1602. tonemap.glow_map_strength = 0.0f;
  1603. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1604. }
  1605. } else {
  1606. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  1607. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1608. }
  1609. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1610. tonemap.use_fxaa = true;
  1611. }
  1612. tonemap.use_debanding = rb->use_debanding;
  1613. tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
  1614. if (p_render_data->environment.is_valid()) {
  1615. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  1616. tonemap.white = environment_get_white(p_render_data->environment);
  1617. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  1618. }
  1619. tonemap.use_color_correction = false;
  1620. tonemap.use_1d_color_correction = false;
  1621. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  1622. if (can_use_effects && p_render_data->environment.is_valid()) {
  1623. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  1624. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  1625. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  1626. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  1627. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  1628. tonemap.use_color_correction = true;
  1629. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  1630. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  1631. }
  1632. }
  1633. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1634. tonemap.view_count = p_render_data->view_count;
  1635. tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1636. RD::get_singleton()->draw_command_end_label();
  1637. }
  1638. if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
  1639. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  1640. RendererCompositorRD::singleton->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
  1641. RD::get_singleton()->draw_command_end_label();
  1642. }
  1643. texture_storage->render_target_disable_clear_request(rb->render_target);
  1644. }
  1645. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  1646. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1647. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  1648. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1649. ERR_FAIL_COND(!rb);
  1650. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1651. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  1652. RendererRD::ToneMapper::TonemapSettings tonemap;
  1653. if (p_render_data->environment.is_valid()) {
  1654. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  1655. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  1656. tonemap.white = environment_get_white(p_render_data->environment);
  1657. }
  1658. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  1659. // The problem is that we need to use the result so far and process them before we can
  1660. // apply this to our results.
  1661. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  1662. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1663. }
  1664. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  1665. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  1666. }
  1667. tonemap.use_glow = false;
  1668. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  1669. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1670. tonemap.use_auto_exposure = false;
  1671. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1672. tonemap.use_color_correction = false;
  1673. tonemap.use_1d_color_correction = false;
  1674. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  1675. if (can_use_effects && p_render_data->environment.is_valid()) {
  1676. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  1677. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  1678. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  1679. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  1680. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  1681. tonemap.use_color_correction = true;
  1682. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  1683. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  1684. }
  1685. }
  1686. tonemap.use_debanding = rb->use_debanding;
  1687. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1688. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1689. tonemap.view_count = p_render_data->view_count;
  1690. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  1691. RD::get_singleton()->draw_command_end_label();
  1692. }
  1693. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  1694. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1695. ERR_FAIL_COND(!rb);
  1696. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1697. texture_storage->render_target_disable_clear_request(rb->render_target);
  1698. }
  1699. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  1700. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1701. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1702. ERR_FAIL_COND(!rb);
  1703. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1704. if (p_shadow_atlas.is_valid()) {
  1705. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1706. if (shadow_atlas_texture.is_null()) {
  1707. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  1708. }
  1709. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1710. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1711. }
  1712. }
  1713. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1714. if (directional_shadow_get_texture().is_valid()) {
  1715. RID shadow_atlas_texture = directional_shadow_get_texture();
  1716. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1717. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1718. }
  1719. }
  1720. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1721. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  1722. if (decal_atlas.is_valid()) {
  1723. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1724. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  1725. }
  1726. }
  1727. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  1728. if (rb->luminance.current.is_valid()) {
  1729. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1730. copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  1731. }
  1732. }
  1733. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
  1734. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1735. copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  1736. }
  1737. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
  1738. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1739. copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  1740. }
  1741. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  1742. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1743. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  1744. }
  1745. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) {
  1746. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1747. RID ambient_texture = rb->rbgi.ambient_buffer;
  1748. RID reflection_texture = rb->rbgi.reflection_buffer;
  1749. copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->view_count > 1);
  1750. }
  1751. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  1752. if (p_occlusion_buffer.is_valid()) {
  1753. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1754. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
  1755. }
  1756. }
  1757. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
  1758. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1759. copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  1760. }
  1761. }
  1762. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  1763. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1764. ERR_FAIL_COND_V(!rb, RID());
  1765. if (!rb->blur[0].texture.is_valid()) {
  1766. return RID(); //not valid at the moment
  1767. }
  1768. return rb->blur[0].texture;
  1769. }
  1770. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  1771. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1772. ERR_FAIL_COND_V(!rb, RID());
  1773. if (!rb->depth_back_texture.is_valid()) {
  1774. return RID(); //not valid at the moment
  1775. }
  1776. return rb->depth_back_texture;
  1777. }
  1778. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  1779. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1780. ERR_FAIL_COND_V(!rb, RID());
  1781. return rb->depth_texture;
  1782. }
  1783. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  1784. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1785. ERR_FAIL_COND_V(!rb, RID());
  1786. return rb->ss_effects.ssao.ao_final;
  1787. }
  1788. RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
  1789. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1790. ERR_FAIL_COND_V(!rb, RID());
  1791. return rb->ss_effects.ssil.ssil_final;
  1792. }
  1793. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  1794. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1795. ERR_FAIL_COND_V(!rb, RID());
  1796. if (rb->rbgi.voxel_gi_buffer.is_null()) {
  1797. rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES);
  1798. }
  1799. return rb->rbgi.voxel_gi_buffer;
  1800. }
  1801. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  1802. return gi.default_voxel_gi_buffer;
  1803. }
  1804. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  1805. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1806. ERR_FAIL_COND_V(!rb, RID());
  1807. return rb->rbgi.ambient_buffer;
  1808. }
  1809. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  1810. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1811. ERR_FAIL_COND_V(!rb, RID());
  1812. return rb->rbgi.reflection_buffer;
  1813. }
  1814. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  1815. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1816. ERR_FAIL_COND_V(!rb, 0);
  1817. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1818. return rb->sdfgi->cascades.size();
  1819. }
  1820. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  1821. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1822. ERR_FAIL_COND_V(!rb, false);
  1823. return rb->sdfgi != nullptr;
  1824. }
  1825. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  1826. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1827. ERR_FAIL_COND_V(!rb, RID());
  1828. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1829. return rb->sdfgi->lightprobe_texture;
  1830. }
  1831. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1832. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1833. ERR_FAIL_COND_V(!rb, Vector3());
  1834. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  1835. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  1836. 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;
  1837. }
  1838. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1839. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1840. ERR_FAIL_COND_V(!rb, Vector3i());
  1841. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  1842. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  1843. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR;
  1844. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  1845. }
  1846. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  1847. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1848. ERR_FAIL_COND_V(!rb, 0);
  1849. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1850. return rb->sdfgi->normal_bias;
  1851. }
  1852. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  1853. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1854. ERR_FAIL_COND_V(!rb, 0);
  1855. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1856. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  1857. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  1858. }
  1859. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  1860. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1861. ERR_FAIL_COND_V(!rb, 0);
  1862. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1863. return rb->sdfgi->probe_axis_count;
  1864. }
  1865. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  1866. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1867. ERR_FAIL_COND_V(!rb, 0);
  1868. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1869. return rb->sdfgi->cascade_size;
  1870. }
  1871. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  1872. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1873. ERR_FAIL_COND_V(!rb, false);
  1874. ERR_FAIL_COND_V(!rb->sdfgi, false);
  1875. return rb->sdfgi->uses_occlusion;
  1876. }
  1877. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  1878. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1879. ERR_FAIL_COND_V(!rb, 0.0);
  1880. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  1881. return rb->sdfgi->energy;
  1882. }
  1883. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  1884. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1885. ERR_FAIL_COND_V(!rb, RID());
  1886. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1887. return rb->sdfgi->occlusion_texture;
  1888. }
  1889. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  1890. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1891. ERR_FAIL_COND_V(!rb, false);
  1892. return rb->volumetric_fog != nullptr;
  1893. }
  1894. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  1895. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1896. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  1897. return rb->volumetric_fog->fog_map;
  1898. }
  1899. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  1900. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1901. ERR_FAIL_COND_V(!rb, RID());
  1902. if (!rb->volumetric_fog) {
  1903. return RID();
  1904. }
  1905. return rb->volumetric_fog->sky_uniform_set;
  1906. }
  1907. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  1908. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1909. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  1910. return rb->volumetric_fog->length;
  1911. }
  1912. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  1913. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1914. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  1915. return rb->volumetric_fog->spread;
  1916. }
  1917. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  1918. return 1.0;
  1919. }
  1920. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  1921. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1922. }
  1923. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  1924. return true;
  1925. }
  1926. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
  1927. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1928. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1929. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  1930. if (!_render_buffers_can_be_storage()) {
  1931. p_internal_height = p_height;
  1932. p_internal_width = p_width;
  1933. }
  1934. if (p_use_taa) {
  1935. // Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
  1936. // This restores sharpness in still images to be roughly at the same level as without TAA,
  1937. // but moving scenes will still be blurrier.
  1938. p_texture_mipmap_bias -= 0.5;
  1939. }
  1940. if (p_screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1941. // Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness.
  1942. // If both TAA and FXAA are enabled, combine their negative LOD biases together.
  1943. p_texture_mipmap_bias -= 0.25;
  1944. }
  1945. material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
  1946. update_uniform_sets();
  1947. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1948. // Should we add an overrule per viewport?
  1949. rb->internal_width = p_internal_width;
  1950. rb->internal_height = p_internal_height;
  1951. rb->width = p_width;
  1952. rb->height = p_height;
  1953. rb->fsr_sharpness = p_fsr_sharpness;
  1954. rb->render_target = p_render_target;
  1955. rb->msaa_3d = p_msaa;
  1956. rb->screen_space_aa = p_screen_space_aa;
  1957. rb->use_taa = p_use_taa;
  1958. rb->use_debanding = p_use_debanding;
  1959. rb->view_count = p_view_count;
  1960. if (is_clustered_enabled()) {
  1961. if (rb->cluster_builder == nullptr) {
  1962. rb->cluster_builder = memnew(ClusterBuilderRD);
  1963. }
  1964. rb->cluster_builder->set_shared(&cluster_builder_shared);
  1965. }
  1966. _free_render_buffer_data(rb);
  1967. {
  1968. RD::TextureFormat tf;
  1969. if (rb->view_count > 1) {
  1970. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1971. }
  1972. tf.format = _render_buffers_get_color_format();
  1973. tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
  1974. tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
  1975. tf.array_layers = rb->view_count; // create a layer for every view
  1976. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1977. if (rb->msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
  1978. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1979. }
  1980. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  1981. rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1982. if ((p_internal_width != p_width || p_internal_height != p_height)) {
  1983. tf.width = rb->width;
  1984. tf.height = rb->height;
  1985. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1986. rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1987. } else {
  1988. rb->texture = rb->internal_texture;
  1989. rb->upscale_texture = rb->internal_texture;
  1990. }
  1991. }
  1992. {
  1993. RD::TextureFormat tf;
  1994. if (rb->view_count > 1) {
  1995. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1996. }
  1997. if (rb->msaa_3d == RS::VIEWPORT_MSAA_DISABLED) {
  1998. 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::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
  1999. } else {
  2000. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2001. }
  2002. tf.width = rb->internal_width;
  2003. tf.height = rb->internal_height;
  2004. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2005. tf.array_layers = rb->view_count; // create a layer for every view
  2006. if (rb->msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
  2007. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2008. } else {
  2009. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2010. }
  2011. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2012. }
  2013. {
  2014. if (!_render_buffers_can_be_storage()) {
  2015. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2016. Vector<RID> fb;
  2017. fb.push_back(rb->internal_texture);
  2018. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2019. }
  2020. rb->views.clear(); // JIC
  2021. if (rb->view_count == 1) {
  2022. // copy as a convenience
  2023. RenderBuffers::View view;
  2024. view.view_texture = rb->texture;
  2025. view.view_depth = rb->depth_texture;
  2026. view.view_fb = rb->texture_fb;
  2027. rb->views.push_back(view);
  2028. } else {
  2029. for (uint32_t i = 0; i < rb->view_count; i++) {
  2030. RenderBuffers::View view;
  2031. view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->texture, i, 0);
  2032. view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
  2033. if (!_render_buffers_can_be_storage()) {
  2034. Vector<RID> fb;
  2035. fb.push_back(view.view_texture);
  2036. view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
  2037. }
  2038. rb->views.push_back(view);
  2039. }
  2040. }
  2041. }
  2042. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target);
  2043. if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  2044. vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb);
  2045. }
  2046. RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
  2047. rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count, rb->vrs_texture);
  2048. if (is_clustered_enabled()) {
  2049. rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture);
  2050. }
  2051. }
  2052. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2053. gi.half_resolution = p_enable;
  2054. }
  2055. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2056. sss_quality = p_quality;
  2057. }
  2058. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2059. return sss_quality;
  2060. }
  2061. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2062. sss_scale = p_scale;
  2063. sss_depth_scale = p_depth_scale;
  2064. }
  2065. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  2066. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2067. if (shadows_quality != p_quality) {
  2068. shadows_quality = p_quality;
  2069. switch (shadows_quality) {
  2070. case RS::SHADOW_QUALITY_HARD: {
  2071. penumbra_shadow_samples = 4;
  2072. soft_shadow_samples = 0;
  2073. shadows_quality_radius = 1.0;
  2074. } break;
  2075. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2076. penumbra_shadow_samples = 4;
  2077. soft_shadow_samples = 1;
  2078. shadows_quality_radius = 1.5;
  2079. } break;
  2080. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2081. penumbra_shadow_samples = 8;
  2082. soft_shadow_samples = 4;
  2083. shadows_quality_radius = 2.0;
  2084. } break;
  2085. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2086. penumbra_shadow_samples = 12;
  2087. soft_shadow_samples = 8;
  2088. shadows_quality_radius = 2.0;
  2089. } break;
  2090. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2091. penumbra_shadow_samples = 24;
  2092. soft_shadow_samples = 16;
  2093. shadows_quality_radius = 3.0;
  2094. } break;
  2095. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2096. penumbra_shadow_samples = 32;
  2097. soft_shadow_samples = 32;
  2098. shadows_quality_radius = 4.0;
  2099. } break;
  2100. case RS::SHADOW_QUALITY_MAX:
  2101. break;
  2102. }
  2103. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2104. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2105. }
  2106. _update_shader_quality_settings();
  2107. }
  2108. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  2109. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2110. if (directional_shadow_quality != p_quality) {
  2111. directional_shadow_quality = p_quality;
  2112. switch (directional_shadow_quality) {
  2113. case RS::SHADOW_QUALITY_HARD: {
  2114. directional_penumbra_shadow_samples = 4;
  2115. directional_soft_shadow_samples = 0;
  2116. directional_shadow_quality_radius = 1.0;
  2117. } break;
  2118. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2119. directional_penumbra_shadow_samples = 4;
  2120. directional_soft_shadow_samples = 1;
  2121. directional_shadow_quality_radius = 1.5;
  2122. } break;
  2123. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2124. directional_penumbra_shadow_samples = 8;
  2125. directional_soft_shadow_samples = 4;
  2126. directional_shadow_quality_radius = 2.0;
  2127. } break;
  2128. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2129. directional_penumbra_shadow_samples = 12;
  2130. directional_soft_shadow_samples = 8;
  2131. directional_shadow_quality_radius = 2.0;
  2132. } break;
  2133. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2134. directional_penumbra_shadow_samples = 24;
  2135. directional_soft_shadow_samples = 16;
  2136. directional_shadow_quality_radius = 3.0;
  2137. } break;
  2138. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2139. directional_penumbra_shadow_samples = 32;
  2140. directional_soft_shadow_samples = 32;
  2141. directional_shadow_quality_radius = 4.0;
  2142. } break;
  2143. case RS::SHADOW_QUALITY_MAX:
  2144. break;
  2145. }
  2146. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2147. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2148. }
  2149. _update_shader_quality_settings();
  2150. }
  2151. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2152. if (decals_filter == p_filter) {
  2153. return;
  2154. }
  2155. decals_filter = p_filter;
  2156. _update_shader_quality_settings();
  2157. }
  2158. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2159. if (light_projectors_filter == p_filter) {
  2160. return;
  2161. }
  2162. light_projectors_filter = p_filter;
  2163. _update_shader_quality_settings();
  2164. }
  2165. int RendererSceneRenderRD::get_roughness_layers() const {
  2166. return sky.roughness_layers;
  2167. }
  2168. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2169. return sky.sky_use_cubemap_array;
  2170. }
  2171. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2172. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2173. ERR_FAIL_COND_V(!rb, nullptr);
  2174. return rb->data;
  2175. }
  2176. void RendererSceneRenderRD::_setup_reflections(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2177. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2178. cluster.reflection_count = 0;
  2179. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2180. if (cluster.reflection_count == cluster.max_reflections) {
  2181. break;
  2182. }
  2183. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2184. if (!rpi) {
  2185. continue;
  2186. }
  2187. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2188. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2189. cluster.reflection_count++;
  2190. }
  2191. if (cluster.reflection_count > 0) {
  2192. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2193. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2194. }
  2195. bool using_forward_ids = _uses_forward_ids();
  2196. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2197. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2198. if (using_forward_ids) {
  2199. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2200. }
  2201. RID base_probe = rpi->probe;
  2202. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2203. Vector3 extents = light_storage->reflection_probe_get_extents(base_probe);
  2204. rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2205. reflection_ubo.box_extents[0] = extents.x;
  2206. reflection_ubo.box_extents[1] = extents.y;
  2207. reflection_ubo.box_extents[2] = extents.z;
  2208. reflection_ubo.index = rpi->atlas_index;
  2209. Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe);
  2210. reflection_ubo.box_offset[0] = origin_offset.x;
  2211. reflection_ubo.box_offset[1] = origin_offset.y;
  2212. reflection_ubo.box_offset[2] = origin_offset.z;
  2213. reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2214. reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe);
  2215. reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe);
  2216. reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
  2217. reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
  2218. reflection_ubo.exposure_normalization = 1.0;
  2219. if (p_render_data->camera_attributes.is_valid()) {
  2220. float exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  2221. reflection_ubo.exposure_normalization = exposure / light_storage->reflection_probe_get_baked_exposure(base_probe);
  2222. }
  2223. Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
  2224. float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
  2225. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2226. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2227. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2228. Transform3D transform = rpi->transform;
  2229. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2230. RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix);
  2231. if (current_cluster_builder != nullptr) {
  2232. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2233. }
  2234. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2235. }
  2236. if (cluster.reflection_count) {
  2237. 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);
  2238. }
  2239. }
  2240. void RendererSceneRenderRD::_setup_lights(RenderDataRD *p_render_data, 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) {
  2241. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2242. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2243. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2244. r_directional_light_count = 0;
  2245. r_positional_light_count = 0;
  2246. Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2247. cluster.omni_light_count = 0;
  2248. cluster.spot_light_count = 0;
  2249. r_directional_light_soft_shadows = false;
  2250. for (int i = 0; i < (int)p_lights.size(); i++) {
  2251. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2252. if (!li) {
  2253. continue;
  2254. }
  2255. RID base = li->light;
  2256. ERR_CONTINUE(base.is_null());
  2257. RS::LightType type = light_storage->light_get_type(base);
  2258. switch (type) {
  2259. case RS::LIGHT_DIRECTIONAL: {
  2260. if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
  2261. continue;
  2262. }
  2263. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2264. Transform3D light_transform = li->transform;
  2265. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2266. light_data.direction[0] = direction.x;
  2267. light_data.direction[1] = direction.y;
  2268. light_data.direction[2] = direction.z;
  2269. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2270. light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  2271. if (is_using_physical_light_units()) {
  2272. light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
  2273. } else {
  2274. light_data.energy *= Math_PI;
  2275. }
  2276. if (p_render_data->camera_attributes.is_valid()) {
  2277. light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  2278. }
  2279. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2280. light_data.color[0] = linear_col.r;
  2281. light_data.color[1] = linear_col.g;
  2282. light_data.color[2] = linear_col.b;
  2283. light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2284. light_data.volumetric_fog_energy = light_storage->light_get_param(base, RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY);
  2285. light_data.mask = light_storage->light_get_cull_mask(base);
  2286. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2287. light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
  2288. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2289. WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
  2290. }
  2291. light_data.shadow_opacity = (p_using_shadows && light_storage->light_has_shadow(base))
  2292. ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY)
  2293. : 0.0;
  2294. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2295. if (angular_diameter > 0.0) {
  2296. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2297. // technically this will keep expanding until reaching the sun, but all we care
  2298. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2299. angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
  2300. if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
  2301. // Only enable PCSS-like soft shadows if blurring is enabled.
  2302. // Otherwise, performance would decrease with no visual difference.
  2303. r_directional_light_soft_shadows = true;
  2304. }
  2305. } else {
  2306. angular_diameter = 0.0;
  2307. }
  2308. if (light_data.shadow_opacity > 0.001) {
  2309. RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
  2310. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2311. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
  2312. for (int j = 0; j < 4; j++) {
  2313. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2314. Projection matrix = li->shadow_transform[j].camera;
  2315. float split = li->shadow_transform[MIN(limit, j)].split;
  2316. Projection bias;
  2317. bias.set_light_bias();
  2318. Projection rectm;
  2319. rectm.set_light_atlas_rect(atlas_rect);
  2320. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2321. Projection shadow_mtx = rectm * bias * matrix * modelview;
  2322. light_data.shadow_split_offsets[j] = split;
  2323. float bias_scale = li->shadow_transform[j].bias_scale;
  2324. light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2325. light_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2326. light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
  2327. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2328. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2329. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2330. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2331. uv_scale *= atlas_rect.size; //adapt to atlas size
  2332. switch (j) {
  2333. case 0: {
  2334. light_data.uv_scale1[0] = uv_scale.x;
  2335. light_data.uv_scale1[1] = uv_scale.y;
  2336. } break;
  2337. case 1: {
  2338. light_data.uv_scale2[0] = uv_scale.x;
  2339. light_data.uv_scale2[1] = uv_scale.y;
  2340. } break;
  2341. case 2: {
  2342. light_data.uv_scale3[0] = uv_scale.x;
  2343. light_data.uv_scale3[1] = uv_scale.y;
  2344. } break;
  2345. case 3: {
  2346. light_data.uv_scale4[0] = uv_scale.x;
  2347. light_data.uv_scale4[1] = uv_scale.y;
  2348. } break;
  2349. }
  2350. }
  2351. float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2352. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2353. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2354. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2355. light_data.softshadow_angle = angular_diameter;
  2356. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2357. if (angular_diameter <= 0.0) {
  2358. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2359. }
  2360. }
  2361. r_directional_light_count++;
  2362. } break;
  2363. case RS::LIGHT_OMNI: {
  2364. if (cluster.omni_light_count >= cluster.max_lights) {
  2365. continue;
  2366. }
  2367. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2368. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2369. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2370. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2371. if (distance > fade_begin) {
  2372. if (distance > fade_begin + fade_length) {
  2373. // Out of range, don't draw this light to improve performance.
  2374. continue;
  2375. }
  2376. }
  2377. }
  2378. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2379. cluster.omni_light_sort[cluster.omni_light_count].depth = distance;
  2380. cluster.omni_light_count++;
  2381. } break;
  2382. case RS::LIGHT_SPOT: {
  2383. if (cluster.spot_light_count >= cluster.max_lights) {
  2384. continue;
  2385. }
  2386. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2387. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2388. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2389. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2390. if (distance > fade_begin) {
  2391. if (distance > fade_begin + fade_length) {
  2392. // Out of range, don't draw this light to improve performance.
  2393. continue;
  2394. }
  2395. }
  2396. }
  2397. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2398. cluster.spot_light_sort[cluster.spot_light_count].depth = distance;
  2399. cluster.spot_light_count++;
  2400. } break;
  2401. }
  2402. li->last_pass = RSG::rasterizer->get_frame_number();
  2403. }
  2404. if (cluster.omni_light_count) {
  2405. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2406. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2407. }
  2408. if (cluster.spot_light_count) {
  2409. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2410. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2411. }
  2412. ShadowAtlas *shadow_atlas = nullptr;
  2413. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2414. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2415. }
  2416. bool using_forward_ids = _uses_forward_ids();
  2417. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2418. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2419. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2420. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2421. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2422. RID base = li->light;
  2423. if (using_forward_ids) {
  2424. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2425. }
  2426. Transform3D light_transform = li->transform;
  2427. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2428. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2429. light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2430. // Reuse fade begin, fade length and distance for shadow LOD determination later.
  2431. float fade_begin = 0.0;
  2432. float fade_shadow = 0.0;
  2433. float fade_length = 0.0;
  2434. real_t distance = 0.0;
  2435. float fade = 1.0;
  2436. float shadow_opacity_fade = 1.0;
  2437. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2438. fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2439. fade_shadow = light_storage->light_get_distance_fade_shadow(li->light);
  2440. fade_length = light_storage->light_get_distance_fade_length(li->light);
  2441. distance = camera_plane.distance_to(li->transform.origin);
  2442. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2443. if (distance > fade_begin) {
  2444. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2445. }
  2446. if (distance > fade_shadow) {
  2447. shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
  2448. }
  2449. }
  2450. float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * fade;
  2451. if (is_using_physical_light_units()) {
  2452. energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
  2453. // Convert from Luminous Power to Luminous Intensity
  2454. if (type == RS::LIGHT_OMNI) {
  2455. energy *= 1.0 / (Math_PI * 4.0);
  2456. } else {
  2457. // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
  2458. // We make this assumption to keep them easy to control.
  2459. energy *= 1.0 / Math_PI;
  2460. }
  2461. } else {
  2462. energy *= Math_PI;
  2463. }
  2464. if (p_render_data->camera_attributes.is_valid()) {
  2465. energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
  2466. }
  2467. light_data.color[0] = linear_col.r * energy;
  2468. light_data.color[1] = linear_col.g * energy;
  2469. light_data.color[2] = linear_col.b * energy;
  2470. light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2471. light_data.volumetric_fog_energy = light_storage->light_get_param(base, RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY);
  2472. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2473. float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2474. light_data.inv_radius = 1.0 / radius;
  2475. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2476. light_data.position[0] = pos.x;
  2477. light_data.position[1] = pos.y;
  2478. light_data.position[2] = pos.z;
  2479. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2480. light_data.direction[0] = direction.x;
  2481. light_data.direction[1] = direction.y;
  2482. light_data.direction[2] = direction.z;
  2483. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2484. light_data.size = size;
  2485. light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2486. float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2487. light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
  2488. light_data.mask = light_storage->light_get_cull_mask(base);
  2489. light_data.atlas_rect[0] = 0;
  2490. light_data.atlas_rect[1] = 0;
  2491. light_data.atlas_rect[2] = 0;
  2492. light_data.atlas_rect[3] = 0;
  2493. RID projector = light_storage->light_get_projector(base);
  2494. if (projector.is_valid()) {
  2495. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
  2496. if (type == RS::LIGHT_SPOT) {
  2497. light_data.projector_rect[0] = rect.position.x;
  2498. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2499. light_data.projector_rect[2] = rect.size.width;
  2500. light_data.projector_rect[3] = -rect.size.height;
  2501. } else {
  2502. light_data.projector_rect[0] = rect.position.x;
  2503. light_data.projector_rect[1] = rect.position.y;
  2504. light_data.projector_rect[2] = rect.size.width;
  2505. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2506. }
  2507. } else {
  2508. light_data.projector_rect[0] = 0;
  2509. light_data.projector_rect[1] = 0;
  2510. light_data.projector_rect[2] = 0;
  2511. light_data.projector_rect[3] = 0;
  2512. }
  2513. const bool needs_shadow =
  2514. shadow_atlas &&
  2515. shadow_atlas->shadow_owners.has(li->self) &&
  2516. p_using_shadows &&
  2517. light_storage->light_has_shadow(base);
  2518. bool in_shadow_range = true;
  2519. if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
  2520. if (distance > light_storage->light_get_distance_fade_shadow(li->light) + light_storage->light_get_distance_fade_length(li->light)) {
  2521. // Out of range, don't draw shadows to improve performance.
  2522. in_shadow_range = false;
  2523. }
  2524. }
  2525. if (needs_shadow && in_shadow_range) {
  2526. // fill in the shadow information
  2527. light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade;
  2528. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2529. light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2530. if (type == RS::LIGHT_SPOT) {
  2531. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2532. } else { //omni
  2533. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2534. }
  2535. light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base);
  2536. Vector2i omni_offset;
  2537. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2538. light_data.atlas_rect[0] = rect.position.x;
  2539. light_data.atlas_rect[1] = rect.position.y;
  2540. light_data.atlas_rect[2] = rect.size.width;
  2541. light_data.atlas_rect[3] = rect.size.height;
  2542. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2543. if (type == RS::LIGHT_OMNI) {
  2544. Transform3D proj = (inverse_transform * light_transform).inverse();
  2545. RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix);
  2546. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  2547. // Only enable PCSS-like soft shadows if blurring is enabled.
  2548. // Otherwise, performance would decrease with no visual difference.
  2549. light_data.soft_shadow_size = size;
  2550. } else {
  2551. light_data.soft_shadow_size = 0.0;
  2552. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2553. }
  2554. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2555. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  2556. } else if (type == RS::LIGHT_SPOT) {
  2557. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2558. Projection bias;
  2559. bias.set_light_bias();
  2560. Projection shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2561. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
  2562. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  2563. // Only enable PCSS-like soft shadows if blurring is enabled.
  2564. // Otherwise, performance would decrease with no visual difference.
  2565. Projection cm = li->shadow_transform[0].camera;
  2566. float half_np = cm.get_z_near() * Math::tan(Math::deg_to_rad(spot_angle));
  2567. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2568. } else {
  2569. light_data.soft_shadow_size = 0.0;
  2570. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2571. }
  2572. }
  2573. } else {
  2574. light_data.shadow_opacity = 0.0;
  2575. }
  2576. li->cull_mask = light_storage->light_get_cull_mask(base);
  2577. if (current_cluster_builder != nullptr) {
  2578. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2579. }
  2580. r_positional_light_count++;
  2581. }
  2582. //update without barriers
  2583. if (cluster.omni_light_count) {
  2584. 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);
  2585. }
  2586. if (cluster.spot_light_count) {
  2587. 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);
  2588. }
  2589. if (r_directional_light_count) {
  2590. 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);
  2591. }
  2592. }
  2593. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2594. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2595. Transform3D uv_xform;
  2596. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2597. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2598. uint32_t decal_count = p_decals.size();
  2599. cluster.decal_count = 0;
  2600. for (uint32_t i = 0; i < decal_count; i++) {
  2601. if (cluster.decal_count == cluster.max_decals) {
  2602. break;
  2603. }
  2604. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  2605. if (!di) {
  2606. continue;
  2607. }
  2608. RID decal = di->decal;
  2609. Transform3D xform = di->transform;
  2610. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2611. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  2612. float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  2613. float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  2614. if (distance > fade_begin) {
  2615. if (distance > fade_begin + fade_length) {
  2616. continue; // do not use this decal, its invisible
  2617. }
  2618. }
  2619. }
  2620. cluster.decal_sort[cluster.decal_count].instance = di;
  2621. cluster.decal_sort[cluster.decal_count].depth = distance;
  2622. cluster.decal_count++;
  2623. }
  2624. if (cluster.decal_count > 0) {
  2625. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2626. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2627. }
  2628. bool using_forward_ids = _uses_forward_ids();
  2629. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2630. DecalInstance *di = cluster.decal_sort[i].instance;
  2631. RID decal = di->decal;
  2632. if (using_forward_ids) {
  2633. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2634. }
  2635. di->cull_mask = texture_storage->decal_get_cull_mask(decal);
  2636. Transform3D xform = di->transform;
  2637. float fade = 1.0;
  2638. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  2639. const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2640. const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  2641. const float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  2642. if (distance > fade_begin) {
  2643. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2644. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2645. }
  2646. }
  2647. Cluster::DecalData &dd = cluster.decals[i];
  2648. Vector3 decal_extents = texture_storage->decal_get_extents(decal);
  2649. Transform3D scale_xform;
  2650. scale_xform.basis.scale(decal_extents);
  2651. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2652. RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform);
  2653. Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
  2654. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2655. dd.normal[0] = normal.x;
  2656. dd.normal[1] = normal.y;
  2657. dd.normal[2] = normal.z;
  2658. dd.normal_fade = texture_storage->decal_get_normal_fade(decal);
  2659. RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2660. RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2661. if (albedo_tex.is_valid()) {
  2662. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex);
  2663. dd.albedo_rect[0] = rect.position.x;
  2664. dd.albedo_rect[1] = rect.position.y;
  2665. dd.albedo_rect[2] = rect.size.x;
  2666. dd.albedo_rect[3] = rect.size.y;
  2667. } else {
  2668. if (!emission_tex.is_valid()) {
  2669. continue; //no albedo, no emission, no decal.
  2670. }
  2671. dd.albedo_rect[0] = 0;
  2672. dd.albedo_rect[1] = 0;
  2673. dd.albedo_rect[2] = 0;
  2674. dd.albedo_rect[3] = 0;
  2675. }
  2676. RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2677. if (normal_tex.is_valid()) {
  2678. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex);
  2679. dd.normal_rect[0] = rect.position.x;
  2680. dd.normal_rect[1] = rect.position.y;
  2681. dd.normal_rect[2] = rect.size.x;
  2682. dd.normal_rect[3] = rect.size.y;
  2683. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2684. RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
  2685. } else {
  2686. dd.normal_rect[0] = 0;
  2687. dd.normal_rect[1] = 0;
  2688. dd.normal_rect[2] = 0;
  2689. dd.normal_rect[3] = 0;
  2690. }
  2691. RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2692. if (orm_tex.is_valid()) {
  2693. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex);
  2694. dd.orm_rect[0] = rect.position.x;
  2695. dd.orm_rect[1] = rect.position.y;
  2696. dd.orm_rect[2] = rect.size.x;
  2697. dd.orm_rect[3] = rect.size.y;
  2698. } else {
  2699. dd.orm_rect[0] = 0;
  2700. dd.orm_rect[1] = 0;
  2701. dd.orm_rect[2] = 0;
  2702. dd.orm_rect[3] = 0;
  2703. }
  2704. if (emission_tex.is_valid()) {
  2705. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex);
  2706. dd.emission_rect[0] = rect.position.x;
  2707. dd.emission_rect[1] = rect.position.y;
  2708. dd.emission_rect[2] = rect.size.x;
  2709. dd.emission_rect[3] = rect.size.y;
  2710. } else {
  2711. dd.emission_rect[0] = 0;
  2712. dd.emission_rect[1] = 0;
  2713. dd.emission_rect[2] = 0;
  2714. dd.emission_rect[3] = 0;
  2715. }
  2716. Color modulate = texture_storage->decal_get_modulate(decal);
  2717. dd.modulate[0] = modulate.r;
  2718. dd.modulate[1] = modulate.g;
  2719. dd.modulate[2] = modulate.b;
  2720. dd.modulate[3] = modulate.a * fade;
  2721. dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade;
  2722. dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal);
  2723. dd.mask = texture_storage->decal_get_cull_mask(decal);
  2724. dd.upper_fade = texture_storage->decal_get_upper_fade(decal);
  2725. dd.lower_fade = texture_storage->decal_get_lower_fade(decal);
  2726. if (current_cluster_builder != nullptr) {
  2727. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2728. }
  2729. }
  2730. if (cluster.decal_count > 0) {
  2731. 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);
  2732. }
  2733. }
  2734. ////////////////////////////////////////////////////////////////////////////////
  2735. // FOG SHADER
  2736. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_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, const PagedArray<RID> &p_fog_volumes) {
  2737. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  2738. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2739. ERR_FAIL_COND(!rb);
  2740. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  2741. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  2742. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  2743. if (rb->volumetric_fog) {
  2744. //validate
  2745. if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment) || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
  2746. memdelete(rb->volumetric_fog);
  2747. rb->volumetric_fog = nullptr;
  2748. }
  2749. }
  2750. if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment)) {
  2751. //no reason to enable or update, bye
  2752. return;
  2753. }
  2754. if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !rb->volumetric_fog) {
  2755. //required volumetric fog but not existing, create
  2756. rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd));
  2757. }
  2758. if (rb->volumetric_fog) {
  2759. RendererRD::Fog::VolumetricFogSettings settings;
  2760. settings.rb_size = Vector2i(rb->width, rb->height);
  2761. settings.time = time;
  2762. settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
  2763. settings.max_cluster_elements = max_cluster_elements;
  2764. settings.volumetric_fog_filter_active = volumetric_fog_filter_active;
  2765. settings.shadow_sampler = shadow_sampler;
  2766. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2767. settings.shadow_atlas_depth = shadow_atlas ? shadow_atlas->depth : RID();
  2768. settings.voxel_gl_buffer = render_buffers_get_voxel_gi_buffer(p_render_buffers);
  2769. settings.omni_light_buffer = get_omni_light_buffer();
  2770. settings.spot_light_buffer = get_spot_light_buffer();
  2771. settings.directional_shadow_depth = directional_shadow.depth;
  2772. settings.directional_light_buffer = get_directional_light_buffer();
  2773. settings.vfog = rb->volumetric_fog;
  2774. settings.cluster_builder = rb->cluster_builder;
  2775. settings.rbgi = &rb->rbgi;
  2776. settings.sdfgi = rb->sdfgi;
  2777. settings.env = p_environment;
  2778. settings.sky = &sky;
  2779. settings.gi = &gi;
  2780. RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
  2781. }
  2782. }
  2783. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2784. if (p_render_data->render_buffers.is_valid()) {
  2785. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2786. if (rb->sdfgi != nullptr) {
  2787. return true;
  2788. }
  2789. }
  2790. return false;
  2791. }
  2792. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2793. if (p_render_data->render_buffers.is_valid()) {
  2794. if (p_use_gi) {
  2795. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2796. ERR_FAIL_COND(rb == nullptr);
  2797. if (rb->sdfgi == nullptr) {
  2798. return;
  2799. }
  2800. rb->sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  2801. }
  2802. }
  2803. }
  2804. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2805. if (p_render_data->render_buffers.is_valid()) {
  2806. if (p_use_gi) {
  2807. RD::get_singleton()->compute_list_end();
  2808. }
  2809. }
  2810. }
  2811. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices) {
  2812. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  2813. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2814. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  2815. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2816. ERR_FAIL_COND(rb == nullptr);
  2817. if (rb->sdfgi != nullptr) {
  2818. rb->sdfgi->store_probes();
  2819. }
  2820. }
  2821. render_state.cube_shadows.clear();
  2822. render_state.shadows.clear();
  2823. render_state.directional_shadows.clear();
  2824. Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  2825. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  2826. {
  2827. for (int i = 0; i < render_state.render_shadow_count; i++) {
  2828. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  2829. if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  2830. render_state.directional_shadows.push_back(i);
  2831. } else if (light_storage->light_get_type(li->light) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  2832. render_state.cube_shadows.push_back(i);
  2833. } else {
  2834. render_state.shadows.push_back(i);
  2835. }
  2836. }
  2837. //cube shadows are rendered in their own way
  2838. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  2839. _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_mesh_lod_threshold, true, true, true, p_render_data->render_info);
  2840. }
  2841. if (render_state.directional_shadows.size()) {
  2842. //open the pass for directional shadows
  2843. _update_directional_shadow_atlas();
  2844. 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);
  2845. RD::get_singleton()->draw_list_end();
  2846. }
  2847. }
  2848. // Render GI
  2849. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  2850. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  2851. if (render_shadows && render_gi) {
  2852. RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
  2853. } else if (render_shadows) {
  2854. RENDER_TIMESTAMP("Render Shadows");
  2855. } else if (render_gi) {
  2856. RENDER_TIMESTAMP("Render GI");
  2857. }
  2858. //prepare shadow rendering
  2859. if (render_shadows) {
  2860. _render_shadow_begin();
  2861. //render directional shadows
  2862. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  2863. _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_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  2864. }
  2865. //render positional shadows
  2866. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  2867. _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_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  2868. }
  2869. _render_shadow_process();
  2870. }
  2871. //start GI
  2872. if (render_gi) {
  2873. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_vrs_slices, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  2874. }
  2875. //Do shadow rendering (in parallel with GI)
  2876. if (render_shadows) {
  2877. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  2878. }
  2879. if (render_gi) {
  2880. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  2881. }
  2882. if (p_render_data->render_buffers.is_valid() && ss_effects) {
  2883. if (p_use_ssao || p_use_ssil) {
  2884. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2885. ERR_FAIL_COND(!rb);
  2886. bool invalidate_uniform_set = false;
  2887. if (rb->ss_effects.linear_depth.is_null()) {
  2888. RD::TextureFormat tf;
  2889. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  2890. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2891. tf.width = (rb->width + 1) / 2;
  2892. tf.height = (rb->height + 1) / 2;
  2893. tf.mipmaps = 5;
  2894. tf.array_layers = 4;
  2895. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2896. rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2897. RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
  2898. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  2899. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
  2900. rb->ss_effects.linear_depth_slices.push_back(slice);
  2901. RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
  2902. }
  2903. invalidate_uniform_set = true;
  2904. }
  2905. ss_effects->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
  2906. }
  2907. if (p_use_ssao) {
  2908. // TODO make these proper stereo
  2909. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection);
  2910. }
  2911. if (p_use_ssil) {
  2912. // TODO make these proper stereo
  2913. _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform);
  2914. }
  2915. }
  2916. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  2917. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  2918. if (current_cluster_builder) {
  2919. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  2920. }
  2921. bool using_shadows = true;
  2922. if (p_render_data->reflection_probe.is_valid()) {
  2923. if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  2924. using_shadows = false;
  2925. }
  2926. } else {
  2927. //do not render reflections when rendering a reflection probe
  2928. _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  2929. }
  2930. uint32_t directional_light_count = 0;
  2931. uint32_t positional_light_count = 0;
  2932. _setup_lights(p_render_data, *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);
  2933. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  2934. p_render_data->directional_light_count = directional_light_count;
  2935. if (current_cluster_builder) {
  2936. current_cluster_builder->bake_cluster();
  2937. }
  2938. if (p_render_data->render_buffers.is_valid()) {
  2939. bool directional_shadows = false;
  2940. for (uint32_t i = 0; i < directional_light_count; i++) {
  2941. if (cluster.directional_lights[i].shadow_opacity > 0.001) {
  2942. directional_shadows = true;
  2943. break;
  2944. }
  2945. }
  2946. if (is_volumetric_supported()) {
  2947. _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->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
  2948. }
  2949. }
  2950. }
  2951. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  2952. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2953. // getting this here now so we can direct call a bunch of things more easily
  2954. RenderBuffers *rb = nullptr;
  2955. if (p_render_buffers.is_valid()) {
  2956. rb = render_buffers_owner.get_or_null(p_render_buffers);
  2957. ERR_FAIL_COND(!rb);
  2958. }
  2959. //assign render data
  2960. RenderDataRD render_data;
  2961. {
  2962. render_data.render_buffers = p_render_buffers;
  2963. // Our first camera is used by default
  2964. render_data.cam_transform = p_camera_data->main_transform;
  2965. render_data.cam_projection = p_camera_data->main_projection;
  2966. render_data.cam_orthogonal = p_camera_data->is_orthogonal;
  2967. render_data.taa_jitter = p_camera_data->taa_jitter;
  2968. render_data.view_count = p_camera_data->view_count;
  2969. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  2970. render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  2971. render_data.view_projection[v] = p_camera_data->view_projection[v];
  2972. }
  2973. render_data.prev_cam_transform = p_prev_camera_data->main_transform;
  2974. render_data.prev_cam_projection = p_prev_camera_data->main_projection;
  2975. render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  2976. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  2977. render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  2978. }
  2979. render_data.z_near = p_camera_data->main_projection.get_z_near();
  2980. render_data.z_far = p_camera_data->main_projection.get_z_far();
  2981. render_data.instances = &p_instances;
  2982. render_data.lights = &p_lights;
  2983. render_data.reflection_probes = &p_reflection_probes;
  2984. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  2985. render_data.decals = &p_decals;
  2986. render_data.lightmaps = &p_lightmaps;
  2987. render_data.fog_volumes = &p_fog_volumes;
  2988. render_data.environment = p_environment;
  2989. render_data.camera_attributes = p_camera_attributes;
  2990. render_data.shadow_atlas = p_shadow_atlas;
  2991. render_data.reflection_atlas = p_reflection_atlas;
  2992. render_data.reflection_probe = p_reflection_probe;
  2993. render_data.reflection_probe_pass = p_reflection_probe_pass;
  2994. // this should be the same for all cameras..
  2995. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  2996. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  2997. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  2998. render_data.screen_mesh_lod_threshold = 0.0;
  2999. } else {
  3000. render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  3001. }
  3002. render_state.render_shadows = p_render_shadows;
  3003. render_state.render_shadow_count = p_render_shadow_count;
  3004. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3005. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3006. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3007. render_data.render_info = r_render_info;
  3008. }
  3009. PagedArray<RID> empty;
  3010. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3011. render_data.lights = &empty;
  3012. render_data.reflection_probes = &empty;
  3013. render_data.voxel_gi_instances = &empty;
  3014. }
  3015. //sdfgi first
  3016. if (rb != nullptr && rb->sdfgi != nullptr) {
  3017. float exposure_normalization = 1.0;
  3018. if (p_camera_attributes.is_valid()) {
  3019. exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
  3020. }
  3021. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3022. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this, exposure_normalization);
  3023. }
  3024. if (render_state.sdfgi_update_data->update_static) {
  3025. rb->sdfgi->render_static_lights(&render_data, 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);
  3026. }
  3027. }
  3028. Color clear_color;
  3029. if (p_render_buffers.is_valid()) {
  3030. clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
  3031. } else {
  3032. clear_color = RSG::texture_storage->get_default_clear_color();
  3033. }
  3034. //assign render indices to voxel_gi_instances
  3035. if (is_dynamic_gi_supported()) {
  3036. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3037. RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  3038. if (voxel_gi_inst) {
  3039. voxel_gi_inst->render_index = i;
  3040. }
  3041. }
  3042. }
  3043. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3044. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3045. current_cluster_builder = rb->cluster_builder;
  3046. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3047. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  3048. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  3049. if (!ra) {
  3050. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3051. current_cluster_builder = nullptr;
  3052. } else {
  3053. current_cluster_builder = ra->cluster_builder;
  3054. }
  3055. if (p_camera_attributes.is_valid()) {
  3056. RendererRD::LightStorage::get_singleton()->reflection_probe_set_baked_exposure(rpi->probe, RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes));
  3057. }
  3058. } else {
  3059. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  3060. current_cluster_builder = nullptr;
  3061. }
  3062. render_state.voxel_gi_count = 0;
  3063. if (rb != nullptr && is_dynamic_gi_supported()) {
  3064. if (rb->sdfgi) {
  3065. rb->sdfgi->update_cascades();
  3066. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  3067. rb->sdfgi->update_light();
  3068. }
  3069. gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  3070. }
  3071. render_state.depth_prepass_used = false;
  3072. //calls _pre_opaque_render between depth pre-pass and opaque pass
  3073. if (current_cluster_builder != nullptr) {
  3074. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  3075. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  3076. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  3077. }
  3078. if (rb != nullptr && rb->vrs_fb.is_valid()) {
  3079. // vrs_fb will only be valid if vrs is enabled
  3080. vrs->update_vrs_texture(rb->vrs_fb, rb->render_target);
  3081. }
  3082. _render_scene(&render_data, clear_color);
  3083. if (p_render_buffers.is_valid()) {
  3084. /*
  3085. _debug_draw_cluster(p_render_buffers);
  3086. _render_buffers_post_process_and_tonemap(&render_data);
  3087. */
  3088. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  3089. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  3090. Vector<RID> view_rids;
  3091. for (int v = 0; v < rb->views.size(); v++) {
  3092. view_rids.push_back(rb->views[v].view_texture);
  3093. }
  3094. rb->sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture, view_rids);
  3095. }
  3096. }
  3097. }
  3098. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  3099. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  3100. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  3101. if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
  3102. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  3103. switch (dd) {
  3104. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  3105. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  3106. break;
  3107. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  3108. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  3109. break;
  3110. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  3111. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  3112. break;
  3113. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  3114. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  3115. break;
  3116. default: {
  3117. }
  3118. }
  3119. current_cluster_builder->debug(elem_type);
  3120. }
  3121. }
  3122. }
  3123. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  3124. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  3125. ERR_FAIL_COND(!light_instance);
  3126. Rect2i atlas_rect;
  3127. uint32_t atlas_size;
  3128. RID atlas_fb;
  3129. bool using_dual_paraboloid = false;
  3130. bool using_dual_paraboloid_flip = false;
  3131. Vector2i dual_paraboloid_offset;
  3132. RID render_fb;
  3133. RID render_texture;
  3134. float zfar;
  3135. bool use_pancake = false;
  3136. bool render_cubemap = false;
  3137. bool finalize_cubemap = false;
  3138. bool flip_y = false;
  3139. Projection light_projection;
  3140. Transform3D light_transform;
  3141. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  3142. //set pssm stuff
  3143. if (light_instance->last_scene_shadow_pass != scene_pass) {
  3144. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  3145. directional_shadow.current_light++;
  3146. light_instance->last_scene_shadow_pass = scene_pass;
  3147. }
  3148. use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  3149. light_projection = light_instance->shadow_transform[p_pass].camera;
  3150. light_transform = light_instance->shadow_transform[p_pass].transform;
  3151. atlas_rect = light_instance->directional_rect;
  3152. if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3153. atlas_rect.size.width /= 2;
  3154. atlas_rect.size.height /= 2;
  3155. if (p_pass == 1) {
  3156. atlas_rect.position.x += atlas_rect.size.width;
  3157. } else if (p_pass == 2) {
  3158. atlas_rect.position.y += atlas_rect.size.height;
  3159. } else if (p_pass == 3) {
  3160. atlas_rect.position += atlas_rect.size;
  3161. }
  3162. } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3163. atlas_rect.size.height /= 2;
  3164. if (p_pass == 0) {
  3165. } else {
  3166. atlas_rect.position.y += atlas_rect.size.height;
  3167. }
  3168. }
  3169. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  3170. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  3171. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  3172. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3173. render_fb = directional_shadow.fb;
  3174. render_texture = RID();
  3175. flip_y = true;
  3176. } else {
  3177. //set from shadow atlas
  3178. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3179. ERR_FAIL_COND(!shadow_atlas);
  3180. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  3181. _update_shadow_atlas(shadow_atlas);
  3182. uint32_t key = shadow_atlas->shadow_owners[p_light];
  3183. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3184. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3185. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  3186. uint32_t quadrant_size = shadow_atlas->size >> 1;
  3187. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  3188. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  3189. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  3190. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3191. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3192. atlas_rect.size.width = shadow_size;
  3193. atlas_rect.size.height = shadow_size;
  3194. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3195. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  3196. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  3197. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  3198. if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3199. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  3200. render_fb = cubemap->side_fb[p_pass];
  3201. render_texture = cubemap->cubemap;
  3202. light_projection = light_instance->shadow_transform[p_pass].camera;
  3203. light_transform = light_instance->shadow_transform[p_pass].transform;
  3204. render_cubemap = true;
  3205. finalize_cubemap = p_pass == 5;
  3206. atlas_fb = shadow_atlas->fb;
  3207. atlas_size = shadow_atlas->size;
  3208. if (p_pass == 0) {
  3209. _render_shadow_begin();
  3210. }
  3211. } else {
  3212. atlas_rect.position.x += 1;
  3213. atlas_rect.position.y += 1;
  3214. atlas_rect.size.x -= 2;
  3215. atlas_rect.size.y -= 2;
  3216. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  3217. light_projection = light_instance->shadow_transform[0].camera;
  3218. light_transform = light_instance->shadow_transform[0].transform;
  3219. using_dual_paraboloid = true;
  3220. using_dual_paraboloid_flip = p_pass == 1;
  3221. render_fb = shadow_atlas->fb;
  3222. flip_y = true;
  3223. }
  3224. } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  3225. light_projection = light_instance->shadow_transform[0].camera;
  3226. light_transform = light_instance->shadow_transform[0].transform;
  3227. render_fb = shadow_atlas->fb;
  3228. flip_y = true;
  3229. }
  3230. }
  3231. if (render_cubemap) {
  3232. //rendering to cubemap
  3233. _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_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  3234. if (finalize_cubemap) {
  3235. _render_shadow_process();
  3236. _render_shadow_end();
  3237. //reblit
  3238. Rect2 atlas_rect_norm = atlas_rect;
  3239. atlas_rect_norm.position /= float(atlas_size);
  3240. atlas_rect_norm.size /= float(atlas_size);
  3241. copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
  3242. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  3243. copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
  3244. //restore transform so it can be properly used
  3245. light_instance_set_shadow_transform(p_light, Projection(), light_instance->transform, zfar, 0, 0, 0);
  3246. }
  3247. } else {
  3248. //render shadow
  3249. _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_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  3250. }
  3251. }
  3252. 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) {
  3253. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  3254. }
  3255. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  3256. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  3257. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  3258. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  3259. Projection cm;
  3260. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  3261. Vector3 cam_pos = p_transform.origin;
  3262. cam_pos.y += extents.y;
  3263. Transform3D cam_xform;
  3264. 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());
  3265. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  3266. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  3267. }
  3268. bool RendererSceneRenderRD::free(RID p_rid) {
  3269. if (render_buffers_owner.owns(p_rid)) {
  3270. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  3271. _free_render_buffer_data(rb);
  3272. memdelete(rb->data);
  3273. if (rb->sdfgi) {
  3274. rb->sdfgi->erase();
  3275. memdelete(rb->sdfgi);
  3276. rb->sdfgi = nullptr;
  3277. }
  3278. if (rb->volumetric_fog) {
  3279. memdelete(rb->volumetric_fog);
  3280. rb->volumetric_fog = nullptr;
  3281. }
  3282. if (rb->cluster_builder) {
  3283. memdelete(rb->cluster_builder);
  3284. }
  3285. render_buffers_owner.free(p_rid);
  3286. } else if (is_environment(p_rid)) {
  3287. environment_free(p_rid);
  3288. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  3289. RSG::camera_attributes->camera_attributes_free(p_rid);
  3290. } else if (reflection_atlas_owner.owns(p_rid)) {
  3291. reflection_atlas_set_size(p_rid, 0, 0);
  3292. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  3293. if (ra->cluster_builder) {
  3294. memdelete(ra->cluster_builder);
  3295. }
  3296. reflection_atlas_owner.free(p_rid);
  3297. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  3298. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  3299. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  3300. reflection_probe_release_atlas_index(p_rid);
  3301. reflection_probe_instance_owner.free(p_rid);
  3302. } else if (decal_instance_owner.owns(p_rid)) {
  3303. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  3304. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  3305. decal_instance_owner.free(p_rid);
  3306. } else if (lightmap_instance_owner.owns(p_rid)) {
  3307. lightmap_instance_owner.free(p_rid);
  3308. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  3309. gi.voxel_gi_instance_free(p_rid);
  3310. } else if (sky.sky_owner.owns(p_rid)) {
  3311. sky.update_dirty_skys();
  3312. sky.free_sky(p_rid);
  3313. } else if (light_instance_owner.owns(p_rid)) {
  3314. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  3315. //remove from shadow atlases..
  3316. for (const RID &E : light_instance->shadow_atlases) {
  3317. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
  3318. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  3319. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  3320. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3321. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3322. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  3323. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  3324. // Omni lights use two atlas spots, make sure to clear the other as well
  3325. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  3326. }
  3327. shadow_atlas->shadow_owners.erase(p_rid);
  3328. }
  3329. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  3330. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  3331. }
  3332. light_instance_owner.free(p_rid);
  3333. } else if (shadow_atlas_owner.owns(p_rid)) {
  3334. shadow_atlas_set_size(p_rid, 0);
  3335. shadow_atlas_owner.free(p_rid);
  3336. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  3337. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  3338. } else {
  3339. return false;
  3340. }
  3341. return true;
  3342. }
  3343. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  3344. debug_draw = p_debug_draw;
  3345. }
  3346. void RendererSceneRenderRD::update() {
  3347. sky.update_dirty_skys();
  3348. }
  3349. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  3350. time = p_time;
  3351. time_step = p_step;
  3352. }
  3353. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  3354. screen_space_roughness_limiter = p_enable;
  3355. screen_space_roughness_limiter_amount = p_amount;
  3356. screen_space_roughness_limiter_limit = p_limit;
  3357. }
  3358. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  3359. return screen_space_roughness_limiter;
  3360. }
  3361. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  3362. return screen_space_roughness_limiter_amount;
  3363. }
  3364. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  3365. return screen_space_roughness_limiter_limit;
  3366. }
  3367. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3368. RD::TextureFormat tf;
  3369. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3370. tf.width = p_image_size.width; // Always 64x64
  3371. tf.height = p_image_size.height;
  3372. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3373. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3374. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3375. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3376. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3377. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3378. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3379. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3380. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3381. 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;
  3382. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3383. Vector<RID> fb_tex;
  3384. fb_tex.push_back(albedo_alpha_tex);
  3385. fb_tex.push_back(normal_tex);
  3386. fb_tex.push_back(orm_tex);
  3387. fb_tex.push_back(emission_tex);
  3388. fb_tex.push_back(depth_write_tex);
  3389. fb_tex.push_back(depth_tex);
  3390. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  3391. //RID sampled_light;
  3392. RenderGeometryInstance *gi = geometry_instance_create(p_base);
  3393. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  3394. Vector<RID> materials;
  3395. materials.resize(sc);
  3396. for (uint32_t i = 0; i < sc; i++) {
  3397. if (i < (uint32_t)p_material_overrides.size()) {
  3398. materials.write[i] = p_material_overrides[i];
  3399. }
  3400. }
  3401. gi->set_surface_materials(materials);
  3402. if (cull_argument.size() == 0) {
  3403. cull_argument.push_back(nullptr);
  3404. }
  3405. cull_argument[0] = gi;
  3406. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  3407. geometry_instance_free(gi);
  3408. TypedArray<Image> ret;
  3409. {
  3410. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  3411. Ref<Image> img;
  3412. img.instantiate();
  3413. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3414. RD::get_singleton()->free(albedo_alpha_tex);
  3415. ret.push_back(img);
  3416. }
  3417. {
  3418. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  3419. Ref<Image> img;
  3420. img.instantiate();
  3421. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3422. RD::get_singleton()->free(normal_tex);
  3423. ret.push_back(img);
  3424. }
  3425. {
  3426. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  3427. Ref<Image> img;
  3428. img.instantiate();
  3429. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3430. RD::get_singleton()->free(orm_tex);
  3431. ret.push_back(img);
  3432. }
  3433. {
  3434. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  3435. Ref<Image> img;
  3436. img.instantiate();
  3437. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  3438. RD::get_singleton()->free(emission_tex);
  3439. ret.push_back(img);
  3440. }
  3441. RD::get_singleton()->free(depth_write_tex);
  3442. RD::get_singleton()->free(depth_tex);
  3443. return ret;
  3444. }
  3445. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  3446. gi.sdfgi_debug_probe_pos = p_position;
  3447. gi.sdfgi_debug_probe_dir = p_dir;
  3448. }
  3449. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  3450. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  3451. return cluster.reflection_buffer;
  3452. }
  3453. RID RendererSceneRenderRD::get_omni_light_buffer() {
  3454. return cluster.omni_light_buffer;
  3455. }
  3456. RID RendererSceneRenderRD::get_spot_light_buffer() {
  3457. return cluster.spot_light_buffer;
  3458. }
  3459. RID RendererSceneRenderRD::get_directional_light_buffer() {
  3460. return cluster.directional_light_buffer;
  3461. }
  3462. RID RendererSceneRenderRD::get_decal_buffer() {
  3463. return cluster.decal_buffer;
  3464. }
  3465. int RendererSceneRenderRD::get_max_directional_lights() const {
  3466. return cluster.max_directional_lights;
  3467. }
  3468. bool RendererSceneRenderRD::is_vrs_supported() const {
  3469. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  3470. }
  3471. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  3472. // usable by default (unless low end = true)
  3473. return true;
  3474. }
  3475. bool RendererSceneRenderRD::is_clustered_enabled() const {
  3476. // used by default.
  3477. return true;
  3478. }
  3479. bool RendererSceneRenderRD::is_volumetric_supported() const {
  3480. // usable by default (unless low end = true)
  3481. return true;
  3482. }
  3483. uint32_t RendererSceneRenderRD::get_max_elements() const {
  3484. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  3485. }
  3486. RendererSceneRenderRD::RendererSceneRenderRD() {
  3487. singleton = this;
  3488. }
  3489. void RendererSceneRenderRD::init() {
  3490. max_cluster_elements = get_max_elements();
  3491. directional_shadow.size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
  3492. directional_shadow.use_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
  3493. /* SKY SHADER */
  3494. sky.init();
  3495. /* GI */
  3496. if (is_dynamic_gi_supported()) {
  3497. gi.init(&sky);
  3498. }
  3499. { //decals
  3500. cluster.max_decals = max_cluster_elements;
  3501. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  3502. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  3503. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  3504. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  3505. }
  3506. { //reflections
  3507. cluster.max_reflections = max_cluster_elements;
  3508. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  3509. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  3510. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  3511. }
  3512. { //lights
  3513. cluster.max_lights = max_cluster_elements;
  3514. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  3515. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3516. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3517. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3518. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3519. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3520. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3521. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  3522. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  3523. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  3524. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  3525. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  3526. }
  3527. if (is_volumetric_supported()) {
  3528. RendererRD::Fog::get_singleton()->init_fog_shader(cluster.max_directional_lights, get_roughness_layers(), is_using_radiance_cubemap_array());
  3529. }
  3530. {
  3531. RD::SamplerState sampler;
  3532. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  3533. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  3534. sampler.enable_compare = true;
  3535. sampler.compare_op = RD::COMPARE_OP_LESS;
  3536. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  3537. }
  3538. 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"))));
  3539. 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"));
  3540. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  3541. 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"));
  3542. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  3543. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  3544. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  3545. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  3546. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  3547. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  3548. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  3549. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  3550. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  3551. environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
  3552. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  3553. directional_soft_shadow_kernel = memnew_arr(float, 128);
  3554. penumbra_shadow_kernel = memnew_arr(float, 128);
  3555. soft_shadow_kernel = memnew_arr(float, 128);
  3556. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  3557. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  3558. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  3559. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  3560. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  3561. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  3562. cull_argument.set_page_pool(&cull_argument_pool);
  3563. bool can_use_storage = _render_buffers_can_be_storage();
  3564. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  3565. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  3566. tone_mapper = memnew(RendererRD::ToneMapper);
  3567. vrs = memnew(RendererRD::VRS);
  3568. if (can_use_storage) {
  3569. ss_effects = memnew(RendererRD::SSEffects);
  3570. }
  3571. }
  3572. RendererSceneRenderRD::~RendererSceneRenderRD() {
  3573. if (bokeh_dof) {
  3574. memdelete(bokeh_dof);
  3575. }
  3576. if (copy_effects) {
  3577. memdelete(copy_effects);
  3578. }
  3579. if (tone_mapper) {
  3580. memdelete(tone_mapper);
  3581. }
  3582. if (vrs) {
  3583. memdelete(vrs);
  3584. }
  3585. if (ss_effects) {
  3586. memdelete(ss_effects);
  3587. }
  3588. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  3589. RD::get_singleton()->free(E.value.cubemap);
  3590. }
  3591. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  3592. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  3593. }
  3594. if (is_dynamic_gi_supported()) {
  3595. gi.free();
  3596. }
  3597. if (is_volumetric_supported()) {
  3598. RendererRD::Fog::get_singleton()->free_fog_shader();
  3599. }
  3600. memdelete_arr(directional_penumbra_shadow_kernel);
  3601. memdelete_arr(directional_soft_shadow_kernel);
  3602. memdelete_arr(penumbra_shadow_kernel);
  3603. memdelete_arr(soft_shadow_kernel);
  3604. {
  3605. RD::get_singleton()->free(cluster.directional_light_buffer);
  3606. RD::get_singleton()->free(cluster.omni_light_buffer);
  3607. RD::get_singleton()->free(cluster.spot_light_buffer);
  3608. RD::get_singleton()->free(cluster.reflection_buffer);
  3609. RD::get_singleton()->free(cluster.decal_buffer);
  3610. memdelete_arr(cluster.directional_lights);
  3611. memdelete_arr(cluster.omni_lights);
  3612. memdelete_arr(cluster.spot_lights);
  3613. memdelete_arr(cluster.omni_light_sort);
  3614. memdelete_arr(cluster.spot_light_sort);
  3615. memdelete_arr(cluster.reflections);
  3616. memdelete_arr(cluster.reflection_sort);
  3617. memdelete_arr(cluster.decals);
  3618. memdelete_arr(cluster.decal_sort);
  3619. }
  3620. RD::get_singleton()->free(shadow_sampler);
  3621. directional_shadow_atlas_set_size(0);
  3622. cull_argument.reset(); //avoid exit error
  3623. }