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. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  39. const float golden_angle = 2.4;
  40. for (int i = 0; i < p_sample_count; i++) {
  41. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  42. float theta = float(i) * golden_angle;
  43. r_kernel[i * 4] = Math::cos(theta) * r;
  44. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  45. }
  46. }
  47. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  48. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  49. bool needs_sdfgi = p_environment.is_valid() && environment_get_sdfgi_enabled(p_environment);
  50. if (!needs_sdfgi) {
  51. if (rb->sdfgi != nullptr) {
  52. //erase it
  53. rb->sdfgi->erase();
  54. memdelete(rb->sdfgi);
  55. rb->sdfgi = nullptr;
  56. }
  57. return;
  58. }
  59. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  60. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  61. 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))) {
  62. //configuration changed, erase
  63. rb->sdfgi->erase();
  64. memdelete(rb->sdfgi);
  65. rb->sdfgi = nullptr;
  66. }
  67. RendererRD::GI::SDFGI *sdfgi = rb->sdfgi;
  68. if (sdfgi == nullptr) {
  69. // re-create
  70. rb->sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size);
  71. } else {
  72. //check for updates
  73. rb->sdfgi->update(p_environment, p_world_position);
  74. }
  75. }
  76. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  77. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  78. ERR_FAIL_COND_V(rb == nullptr, 0);
  79. if (rb->sdfgi == nullptr) {
  80. return 0;
  81. }
  82. int dirty_count = 0;
  83. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  84. const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  85. if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
  86. dirty_count++;
  87. } else {
  88. for (int j = 0; j < 3; j++) {
  89. if (c.dirty_regions[j] != 0) {
  90. dirty_count++;
  91. }
  92. }
  93. }
  94. }
  95. return dirty_count;
  96. }
  97. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  98. AABB bounds;
  99. Vector3i from;
  100. Vector3i size;
  101. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  102. ERR_FAIL_COND_V(rb == nullptr, AABB());
  103. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  104. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  105. ERR_FAIL_COND_V(c == -1, AABB());
  106. return bounds;
  107. }
  108. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  109. AABB bounds;
  110. Vector3i from;
  111. Vector3i size;
  112. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  113. ERR_FAIL_COND_V(rb == nullptr, -1);
  114. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  115. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  116. }
  117. RID RendererSceneRenderRD::sky_allocate() {
  118. return sky.allocate_sky_rid();
  119. }
  120. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  121. sky.initialize_sky_rid(p_rid);
  122. }
  123. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  124. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  125. }
  126. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  127. sky.sky_set_mode(p_sky, p_mode);
  128. }
  129. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  130. sky.sky_set_material(p_sky, p_material);
  131. }
  132. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  133. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  134. }
  135. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  136. glow_bicubic_upscale = p_enable;
  137. }
  138. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  139. glow_high_quality = p_enable;
  140. }
  141. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  142. volumetric_fog_size = p_size;
  143. volumetric_fog_depth = p_depth;
  144. }
  145. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  146. volumetric_fog_filter_active = p_enable;
  147. }
  148. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  149. gi.sdfgi_ray_count = p_ray_count;
  150. }
  151. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  152. gi.sdfgi_frames_to_converge = p_frames;
  153. }
  154. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  155. gi.sdfgi_frames_to_update_light = p_update;
  156. }
  157. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  158. ssr_roughness_quality = p_quality;
  159. }
  160. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  161. return ssr_roughness_quality;
  162. }
  163. 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) {
  164. ssao_quality = p_quality;
  165. ssao_half_size = p_half_size;
  166. ssao_adaptive_target = p_adaptive_target;
  167. ssao_blur_passes = p_blur_passes;
  168. ssao_fadeout_from = p_fadeout_from;
  169. ssao_fadeout_to = p_fadeout_to;
  170. }
  171. 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) {
  172. ssil_quality = p_quality;
  173. ssil_half_size = p_half_size;
  174. ssil_adaptive_target = p_adaptive_target;
  175. ssil_blur_passes = p_blur_passes;
  176. ssil_fadeout_from = p_fadeout_from;
  177. ssil_fadeout_to = p_fadeout_to;
  178. }
  179. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  180. ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
  181. RS::EnvironmentBG environment_background = environment_get_background(p_env);
  182. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  183. return Ref<Image>(); //nothing to bake
  184. }
  185. RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
  186. bool use_ambient_light = false;
  187. bool use_cube_map = false;
  188. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  189. use_ambient_light = true;
  190. } else {
  191. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  192. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  193. }
  194. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
  195. Color ambient_color;
  196. float ambient_color_sky_mix = 0.0;
  197. if (use_ambient_light) {
  198. ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
  199. const float ambient_energy = environment_get_ambient_light_energy(p_env);
  200. ambient_color = environment_get_ambient_light(p_env);
  201. ambient_color = ambient_color.srgb_to_linear();
  202. ambient_color.r *= ambient_energy;
  203. ambient_color.g *= ambient_energy;
  204. ambient_color.b *= ambient_energy;
  205. }
  206. if (use_cube_map) {
  207. Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy(p_env), p_bake_irradiance, p_size);
  208. if (use_ambient_light) {
  209. for (int x = 0; x < p_size.width; x++) {
  210. for (int y = 0; y < p_size.height; y++) {
  211. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  212. }
  213. }
  214. }
  215. return panorama;
  216. } else {
  217. const float bg_energy = environment_get_bg_energy(p_env);
  218. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
  219. panorama_color = panorama_color.srgb_to_linear();
  220. panorama_color.r *= bg_energy;
  221. panorama_color.g *= bg_energy;
  222. panorama_color.b *= bg_energy;
  223. if (use_ambient_light) {
  224. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  225. }
  226. Ref<Image> panorama;
  227. panorama.instantiate();
  228. panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  229. panorama->fill(panorama_color);
  230. return panorama;
  231. }
  232. return Ref<Image>();
  233. }
  234. ////////////////////////////////////////////////////////////
  235. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  236. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  237. }
  238. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  239. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  240. ERR_FAIL_COND(!fvi);
  241. fvi->transform = p_transform;
  242. }
  243. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  244. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  245. ERR_FAIL_COND(!fvi);
  246. fvi->active = p_active;
  247. }
  248. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  249. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  250. ERR_FAIL_COND_V(!fvi, RID());
  251. return fvi->volume;
  252. }
  253. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  254. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  255. ERR_FAIL_COND_V(!fvi, Vector3());
  256. return fvi->transform.get_origin();
  257. }
  258. ////////////////////////////////////////////////////////////
  259. RID RendererSceneRenderRD::reflection_atlas_create() {
  260. ReflectionAtlas ra;
  261. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  262. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  263. if (is_clustered_enabled()) {
  264. ra.cluster_builder = memnew(ClusterBuilderRD);
  265. ra.cluster_builder->set_shared(&cluster_builder_shared);
  266. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  267. } else {
  268. ra.cluster_builder = nullptr;
  269. }
  270. return reflection_atlas_owner.make_rid(ra);
  271. }
  272. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  273. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  274. ERR_FAIL_COND(!ra);
  275. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  276. return; //no changes
  277. }
  278. if (ra->cluster_builder) {
  279. // only if we're using our cluster
  280. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  281. }
  282. ra->size = p_reflection_size;
  283. ra->count = p_reflection_count;
  284. if (ra->reflection.is_valid()) {
  285. //clear and invalidate everything
  286. RD::get_singleton()->free(ra->reflection);
  287. ra->reflection = RID();
  288. RD::get_singleton()->free(ra->depth_buffer);
  289. ra->depth_buffer = RID();
  290. for (int i = 0; i < ra->reflections.size(); i++) {
  291. ra->reflections.write[i].data.clear_reflection_data();
  292. if (ra->reflections[i].owner.is_null()) {
  293. continue;
  294. }
  295. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  296. //rp->atlasindex clear
  297. }
  298. ra->reflections.clear();
  299. }
  300. }
  301. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  302. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  303. ERR_FAIL_COND_V(!ra, 0);
  304. return ra->size;
  305. }
  306. ////////////////////////
  307. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  308. ReflectionProbeInstance rpi;
  309. rpi.probe = p_probe;
  310. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  311. return reflection_probe_instance_owner.make_rid(rpi);
  312. }
  313. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  314. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  315. ERR_FAIL_COND(!rpi);
  316. rpi->transform = p_transform;
  317. rpi->dirty = true;
  318. }
  319. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  320. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  321. ERR_FAIL_COND(!rpi);
  322. if (rpi->atlas.is_null()) {
  323. return; //nothing to release
  324. }
  325. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  326. ERR_FAIL_COND(!atlas);
  327. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  328. atlas->reflections.write[rpi->atlas_index].owner = RID();
  329. rpi->atlas_index = -1;
  330. rpi->atlas = RID();
  331. }
  332. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  333. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  334. ERR_FAIL_COND_V(!rpi, false);
  335. if (rpi->rendering) {
  336. return false;
  337. }
  338. if (rpi->dirty) {
  339. return true;
  340. }
  341. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  342. return true;
  343. }
  344. return rpi->atlas_index == -1;
  345. }
  346. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  347. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  348. ERR_FAIL_COND_V(!rpi, false);
  349. return rpi->atlas.is_valid();
  350. }
  351. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  352. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
  353. ERR_FAIL_COND_V(!atlas, false);
  354. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  355. ERR_FAIL_COND_V(!rpi, false);
  356. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  357. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  358. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  359. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  360. }
  361. 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) {
  362. // Invalidate reflection atlas, need to regenerate
  363. RD::get_singleton()->free(atlas->reflection);
  364. atlas->reflection = RID();
  365. for (int i = 0; i < atlas->reflections.size(); i++) {
  366. if (atlas->reflections[i].owner.is_null()) {
  367. continue;
  368. }
  369. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  370. }
  371. atlas->reflections.clear();
  372. }
  373. if (atlas->reflection.is_null()) {
  374. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  375. 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
  376. {
  377. //reflection atlas was unused, create:
  378. RD::TextureFormat tf;
  379. tf.array_layers = 6 * atlas->count;
  380. tf.format = _render_buffers_get_color_format();
  381. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  382. tf.mipmaps = mipmaps;
  383. tf.width = atlas->size;
  384. tf.height = atlas->size;
  385. 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);
  386. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  387. }
  388. {
  389. RD::TextureFormat tf;
  390. 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;
  391. tf.width = atlas->size;
  392. tf.height = atlas->size;
  393. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  394. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  395. }
  396. atlas->reflections.resize(atlas->count);
  397. for (int i = 0; i < atlas->count; i++) {
  398. 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());
  399. for (int j = 0; j < 6; j++) {
  400. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  401. }
  402. }
  403. Vector<RID> fb;
  404. fb.push_back(atlas->depth_buffer);
  405. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  406. }
  407. if (rpi->atlas_index == -1) {
  408. for (int i = 0; i < atlas->reflections.size(); i++) {
  409. if (atlas->reflections[i].owner.is_null()) {
  410. rpi->atlas_index = i;
  411. break;
  412. }
  413. }
  414. //find the one used last
  415. if (rpi->atlas_index == -1) {
  416. //everything is in use, find the one least used via LRU
  417. uint64_t pass_min = 0;
  418. for (int i = 0; i < atlas->reflections.size(); i++) {
  419. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
  420. if (rpi2->last_pass < pass_min) {
  421. pass_min = rpi2->last_pass;
  422. rpi->atlas_index = i;
  423. }
  424. }
  425. }
  426. }
  427. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  428. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  429. }
  430. rpi->atlas = p_reflection_atlas;
  431. rpi->rendering = true;
  432. rpi->dirty = false;
  433. rpi->processing_layer = 1;
  434. rpi->processing_side = 0;
  435. RD::get_singleton()->draw_command_end_label();
  436. return true;
  437. }
  438. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  439. Vector<RID> fb;
  440. fb.push_back(p_color);
  441. fb.push_back(p_depth);
  442. return RD::get_singleton()->framebuffer_create(fb);
  443. }
  444. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  445. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  446. ERR_FAIL_COND_V(!rpi, false);
  447. ERR_FAIL_COND_V(!rpi->rendering, false);
  448. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  449. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  450. if (!atlas || rpi->atlas_index == -1) {
  451. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  452. rpi->rendering = false;
  453. return false;
  454. }
  455. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  456. // Using real time reflections, all roughness is done in one step
  457. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false);
  458. rpi->rendering = false;
  459. rpi->processing_side = 0;
  460. rpi->processing_layer = 1;
  461. return true;
  462. }
  463. if (rpi->processing_layer > 1) {
  464. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  465. rpi->processing_layer++;
  466. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  467. rpi->rendering = false;
  468. rpi->processing_side = 0;
  469. rpi->processing_layer = 1;
  470. return true;
  471. }
  472. return false;
  473. } else {
  474. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  475. }
  476. rpi->processing_side++;
  477. if (rpi->processing_side == 6) {
  478. rpi->processing_side = 0;
  479. rpi->processing_layer++;
  480. }
  481. return false;
  482. }
  483. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  484. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  485. ERR_FAIL_COND_V(!rpi, 0);
  486. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  487. ERR_FAIL_COND_V(!atlas, 0);
  488. return atlas->size;
  489. }
  490. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  491. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  492. ERR_FAIL_COND_V(!rpi, RID());
  493. ERR_FAIL_INDEX_V(p_index, 6, RID());
  494. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  495. ERR_FAIL_COND_V(!atlas, RID());
  496. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  497. }
  498. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  499. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  500. ERR_FAIL_COND_V(!rpi, RID());
  501. ERR_FAIL_INDEX_V(p_index, 6, RID());
  502. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  503. ERR_FAIL_COND_V(!atlas, RID());
  504. return atlas->depth_fb;
  505. }
  506. ///////////////////////////////////////////////////////////
  507. RID RendererSceneRenderRD::shadow_atlas_create() {
  508. return shadow_atlas_owner.make_rid(ShadowAtlas());
  509. }
  510. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  511. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  512. RD::TextureFormat tf;
  513. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  514. tf.width = shadow_atlas->size;
  515. tf.height = shadow_atlas->size;
  516. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  517. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  518. Vector<RID> fb_tex;
  519. fb_tex.push_back(shadow_atlas->depth);
  520. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  521. }
  522. }
  523. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  524. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  525. ERR_FAIL_COND(!shadow_atlas);
  526. ERR_FAIL_COND(p_size < 0);
  527. p_size = next_power_of_2(p_size);
  528. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  529. return;
  530. }
  531. // erasing atlas
  532. if (shadow_atlas->depth.is_valid()) {
  533. RD::get_singleton()->free(shadow_atlas->depth);
  534. shadow_atlas->depth = RID();
  535. }
  536. for (int i = 0; i < 4; i++) {
  537. //clear subdivisions
  538. shadow_atlas->quadrants[i].shadows.clear();
  539. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  540. }
  541. //erase shadow atlas reference from lights
  542. for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
  543. LightInstance *li = light_instance_owner.get_or_null(E.key);
  544. ERR_CONTINUE(!li);
  545. li->shadow_atlases.erase(p_atlas);
  546. }
  547. //clear owners
  548. shadow_atlas->shadow_owners.clear();
  549. shadow_atlas->size = p_size;
  550. shadow_atlas->use_16_bits = p_16_bits;
  551. }
  552. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  553. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  554. ERR_FAIL_COND(!shadow_atlas);
  555. ERR_FAIL_INDEX(p_quadrant, 4);
  556. ERR_FAIL_INDEX(p_subdivision, 16384);
  557. uint32_t subdiv = next_power_of_2(p_subdivision);
  558. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  559. subdiv <<= 1;
  560. }
  561. subdiv = int(Math::sqrt((float)subdiv));
  562. //obtain the number that will be x*x
  563. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  564. return;
  565. }
  566. //erase all data from quadrant
  567. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  568. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  569. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  570. LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  571. ERR_CONTINUE(!li);
  572. li->shadow_atlases.erase(p_atlas);
  573. }
  574. }
  575. shadow_atlas->quadrants[p_quadrant].shadows.clear();
  576. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  577. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  578. //cache the smallest subdiv (for faster allocation in light update)
  579. shadow_atlas->smallest_subdiv = 1 << 30;
  580. for (int i = 0; i < 4; i++) {
  581. if (shadow_atlas->quadrants[i].subdivision) {
  582. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  583. }
  584. }
  585. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  586. shadow_atlas->smallest_subdiv = 0;
  587. }
  588. //resort the size orders, simple bublesort for 4 elements..
  589. int swaps = 0;
  590. do {
  591. swaps = 0;
  592. for (int i = 0; i < 3; i++) {
  593. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  594. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  595. swaps++;
  596. }
  597. }
  598. } while (swaps > 0);
  599. }
  600. 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) {
  601. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  602. int qidx = p_in_quadrants[i];
  603. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  604. return false;
  605. }
  606. //look for an empty space
  607. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  608. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  609. int found_free_idx = -1; //found a free one
  610. int found_used_idx = -1; //found existing one, must steal it
  611. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  612. for (int j = 0; j < sc; j++) {
  613. if (!sarr[j].owner.is_valid()) {
  614. found_free_idx = j;
  615. break;
  616. }
  617. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  618. ERR_CONTINUE(!sli);
  619. if (sli->last_scene_pass != scene_pass) {
  620. //was just allocated, don't kill it so soon, wait a bit..
  621. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  622. continue;
  623. }
  624. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  625. found_used_idx = j;
  626. min_pass = sli->last_scene_pass;
  627. }
  628. }
  629. }
  630. if (found_free_idx == -1 && found_used_idx == -1) {
  631. continue; //nothing found
  632. }
  633. if (found_free_idx == -1 && found_used_idx != -1) {
  634. found_free_idx = found_used_idx;
  635. }
  636. r_quadrant = qidx;
  637. r_shadow = found_free_idx;
  638. return true;
  639. }
  640. return false;
  641. }
  642. 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) {
  643. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  644. int qidx = p_in_quadrants[i];
  645. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  646. return false;
  647. }
  648. //look for an empty space
  649. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  650. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  651. int found_idx = -1;
  652. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  653. for (int j = 0; j < sc - 1; j++) {
  654. uint64_t pass = 0;
  655. if (sarr[j].owner.is_valid()) {
  656. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  657. ERR_CONTINUE(!sli);
  658. if (sli->last_scene_pass == scene_pass) {
  659. continue;
  660. }
  661. //was just allocated, don't kill it so soon, wait a bit..
  662. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  663. continue;
  664. }
  665. pass += sli->last_scene_pass;
  666. }
  667. if (sarr[j + 1].owner.is_valid()) {
  668. LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
  669. ERR_CONTINUE(!sli);
  670. if (sli->last_scene_pass == scene_pass) {
  671. continue;
  672. }
  673. //was just allocated, don't kill it so soon, wait a bit..
  674. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  675. continue;
  676. }
  677. pass += sli->last_scene_pass;
  678. }
  679. if (found_idx == -1 || pass < min_pass) {
  680. found_idx = j;
  681. min_pass = pass;
  682. // we found two empty spots, no need to check the rest
  683. if (pass == 0) {
  684. break;
  685. }
  686. }
  687. }
  688. if (found_idx == -1) {
  689. continue; //nothing found
  690. }
  691. r_quadrant = qidx;
  692. r_shadow = found_idx;
  693. return true;
  694. }
  695. return false;
  696. }
  697. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {
  698. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  699. ERR_FAIL_COND_V(!shadow_atlas, false);
  700. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  701. ERR_FAIL_COND_V(!li, false);
  702. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  703. return false;
  704. }
  705. uint32_t quad_size = shadow_atlas->size >> 1;
  706. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  707. int valid_quadrants[4];
  708. int valid_quadrant_count = 0;
  709. int best_size = -1; //best size found
  710. int best_subdiv = -1; //subdiv for the best size
  711. //find the quadrants this fits into, and the best possible size it can fit into
  712. for (int i = 0; i < 4; i++) {
  713. int q = shadow_atlas->size_order[i];
  714. int sd = shadow_atlas->quadrants[q].subdivision;
  715. if (sd == 0) {
  716. continue; //unused
  717. }
  718. int max_fit = quad_size / sd;
  719. if (best_size != -1 && max_fit > best_size) {
  720. break; //too large
  721. }
  722. valid_quadrants[valid_quadrant_count++] = q;
  723. best_subdiv = sd;
  724. if (max_fit >= desired_fit) {
  725. best_size = max_fit;
  726. }
  727. }
  728. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  729. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  730. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  731. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  732. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  733. int old_subdivision = -1;
  734. bool should_realloc = false;
  735. bool should_redraw = false;
  736. if (shadow_atlas->shadow_owners.has(p_light_instance)) {
  737. old_key = shadow_atlas->shadow_owners[p_light_instance];
  738. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  739. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  740. 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);
  741. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  742. if (!should_realloc) {
  743. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  744. //already existing, see if it should redraw or it's just OK
  745. return should_redraw;
  746. }
  747. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  748. }
  749. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  750. bool found_shadow = false;
  751. int new_quadrant = -1;
  752. int new_shadow = -1;
  753. if (is_omni) {
  754. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  755. } else {
  756. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  757. }
  758. if (found_shadow) {
  759. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  760. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  761. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  762. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  763. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  764. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  765. }
  766. }
  767. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  768. new_key |= new_shadow;
  769. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  770. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  771. sh->owner = p_light_instance;
  772. sh->alloc_tick = tick;
  773. sh->version = p_light_version;
  774. if (is_omni) {
  775. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  776. int new_omni_shadow = new_shadow + 1;
  777. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  778. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  779. extra_sh->owner = p_light_instance;
  780. extra_sh->alloc_tick = tick;
  781. extra_sh->version = p_light_version;
  782. }
  783. li->shadow_atlases.insert(p_atlas);
  784. //update it in map
  785. shadow_atlas->shadow_owners[p_light_instance] = new_key;
  786. //make it dirty, as it should redraw anyway
  787. return true;
  788. }
  789. return should_redraw;
  790. }
  791. 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) {
  792. if (p_shadow->owner.is_valid()) {
  793. LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
  794. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  795. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  796. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  797. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  798. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  799. omni_shadow->version = 0;
  800. omni_shadow->owner = RID();
  801. }
  802. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  803. p_shadow->version = 0;
  804. p_shadow->owner = RID();
  805. sli->shadow_atlases.erase(p_atlas);
  806. }
  807. }
  808. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  809. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  810. RD::TextureFormat tf;
  811. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  812. tf.width = directional_shadow.size;
  813. tf.height = directional_shadow.size;
  814. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  815. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  816. Vector<RID> fb_tex;
  817. fb_tex.push_back(directional_shadow.depth);
  818. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  819. }
  820. }
  821. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  822. p_size = nearest_power_of_2_templated(p_size);
  823. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  824. return;
  825. }
  826. directional_shadow.size = p_size;
  827. directional_shadow.use_16_bits = p_16_bits;
  828. if (directional_shadow.depth.is_valid()) {
  829. RD::get_singleton()->free(directional_shadow.depth);
  830. directional_shadow.depth = RID();
  831. _base_uniforms_changed();
  832. }
  833. }
  834. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  835. directional_shadow.light_count = p_count;
  836. directional_shadow.current_light = 0;
  837. }
  838. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  839. int split_h = 1;
  840. int split_v = 1;
  841. while (split_h * split_v < p_shadow_count) {
  842. if (split_h == split_v) {
  843. split_h <<= 1;
  844. } else {
  845. split_v <<= 1;
  846. }
  847. }
  848. Rect2i rect(0, 0, p_size, p_size);
  849. rect.size.width /= split_h;
  850. rect.size.height /= split_v;
  851. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  852. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  853. return rect;
  854. }
  855. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  856. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  857. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  858. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
  859. ERR_FAIL_COND_V(!light_instance, 0);
  860. switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) {
  861. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  862. break; //none
  863. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  864. r.size.height /= 2;
  865. break;
  866. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  867. r.size /= 2;
  868. break;
  869. }
  870. return MAX(r.size.width, r.size.height);
  871. }
  872. //////////////////////////////////////////////////
  873. RID RendererSceneRenderRD::camera_effects_allocate() {
  874. return camera_effects_owner.allocate_rid();
  875. }
  876. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  877. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  878. }
  879. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  880. dof_blur_quality = p_quality;
  881. dof_blur_use_jitter = p_use_jitter;
  882. }
  883. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  884. dof_blur_bokeh_shape = p_shape;
  885. }
  886. void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
  887. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  888. ERR_FAIL_COND(!camfx);
  889. camfx->dof_blur_far_enabled = p_far_enable;
  890. camfx->dof_blur_far_distance = p_far_distance;
  891. camfx->dof_blur_far_transition = p_far_transition;
  892. camfx->dof_blur_near_enabled = p_near_enable;
  893. camfx->dof_blur_near_distance = p_near_distance;
  894. camfx->dof_blur_near_transition = p_near_transition;
  895. camfx->dof_blur_amount = p_amount;
  896. }
  897. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  898. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  899. ERR_FAIL_COND(!camfx);
  900. camfx->override_exposure_enabled = p_enable;
  901. camfx->override_exposure = p_exposure;
  902. }
  903. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  904. RID li = light_instance_owner.make_rid(LightInstance());
  905. LightInstance *light_instance = light_instance_owner.get_or_null(li);
  906. light_instance->self = li;
  907. light_instance->light = p_light;
  908. light_instance->light_type = RSG::light_storage->light_get_type(p_light);
  909. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  910. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  911. }
  912. return li;
  913. }
  914. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  915. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  916. ERR_FAIL_COND(!light_instance);
  917. light_instance->transform = p_transform;
  918. }
  919. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  920. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  921. ERR_FAIL_COND(!light_instance);
  922. light_instance->aabb = p_aabb;
  923. }
  924. 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) {
  925. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  926. ERR_FAIL_COND(!light_instance);
  927. ERR_FAIL_INDEX(p_pass, 6);
  928. light_instance->shadow_transform[p_pass].camera = p_projection;
  929. light_instance->shadow_transform[p_pass].transform = p_transform;
  930. light_instance->shadow_transform[p_pass].farplane = p_far;
  931. light_instance->shadow_transform[p_pass].split = p_split;
  932. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  933. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  934. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  935. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  936. }
  937. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  938. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  939. ERR_FAIL_COND(!light_instance);
  940. light_instance->last_scene_pass = scene_pass;
  941. }
  942. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  943. if (!shadow_cubemaps.has(p_size)) {
  944. ShadowCubemap sc;
  945. {
  946. RD::TextureFormat tf;
  947. 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;
  948. tf.width = p_size;
  949. tf.height = p_size;
  950. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  951. tf.array_layers = 6;
  952. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  953. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  954. }
  955. for (int i = 0; i < 6; i++) {
  956. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  957. Vector<RID> fbtex;
  958. fbtex.push_back(side_texture);
  959. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  960. }
  961. shadow_cubemaps[p_size] = sc;
  962. }
  963. return &shadow_cubemaps[p_size];
  964. }
  965. //////////////////////////
  966. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  967. DecalInstance di;
  968. di.decal = p_decal;
  969. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  970. return decal_instance_owner.make_rid(di);
  971. }
  972. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  973. DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
  974. ERR_FAIL_COND(!di);
  975. di->transform = p_transform;
  976. }
  977. /////////////////////////////////
  978. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  979. LightmapInstance li;
  980. li.lightmap = p_lightmap;
  981. return lightmap_instance_owner.make_rid(li);
  982. }
  983. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  984. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
  985. ERR_FAIL_COND(!li);
  986. li->transform = p_transform;
  987. }
  988. /////////////////////////////////
  989. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  990. return gi.voxel_gi_instance_create(p_base);
  991. }
  992. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  993. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  994. }
  995. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  996. if (!is_dynamic_gi_supported()) {
  997. return false;
  998. }
  999. return gi.voxel_gi_needs_update(p_probe);
  1000. }
  1001. 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) {
  1002. if (!is_dynamic_gi_supported()) {
  1003. return;
  1004. }
  1005. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1006. }
  1007. 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) {
  1008. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1009. ERR_FAIL_COND(!rb);
  1010. if (!rb->sdfgi) {
  1011. return; //nothing to debug
  1012. }
  1013. rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
  1014. }
  1015. ////////////////////////////////
  1016. RID RendererSceneRenderRD::render_buffers_create() {
  1017. RenderBuffers rb;
  1018. rb.data = _create_render_buffer_data();
  1019. return render_buffers_owner.make_rid(rb);
  1020. }
  1021. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1022. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1023. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1024. RD::TextureFormat tf;
  1025. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1026. tf.width = rb->internal_width;
  1027. tf.height = rb->internal_height;
  1028. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1029. tf.array_layers = rb->view_count;
  1030. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1031. if (_render_buffers_can_be_storage()) {
  1032. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1033. } else {
  1034. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1035. }
  1036. tf.mipmaps = mipmaps_required;
  1037. rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1038. tf.width = rb->internal_width;
  1039. tf.height = rb->internal_height;
  1040. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1041. //the second one is smaller (only used for separatable part of blur)
  1042. tf.width >>= 1;
  1043. tf.height >>= 1;
  1044. tf.mipmaps--;
  1045. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1046. for (uint32_t l = 0; l < rb->view_count; l++) {
  1047. RenderBuffers::Blur::Layer ll[2];
  1048. int base_width = rb->internal_width;
  1049. int base_height = rb->internal_height;
  1050. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1051. RenderBuffers::Blur::Mipmap mm;
  1052. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i);
  1053. mm.width = base_width;
  1054. mm.height = base_height;
  1055. if (!_render_buffers_can_be_storage()) {
  1056. Vector<RID> fb;
  1057. fb.push_back(mm.texture);
  1058. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1059. }
  1060. if (!_render_buffers_can_be_storage()) {
  1061. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1062. tf.width = MAX(1, base_width >> 1);
  1063. tf.height = base_height;
  1064. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1065. tf.array_layers = 1;
  1066. tf.mipmaps = 1;
  1067. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1068. Vector<RID> half_fb;
  1069. half_fb.push_back(mm.half_texture);
  1070. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1071. }
  1072. ll[0].mipmaps.push_back(mm);
  1073. if (i > 0) {
  1074. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1);
  1075. if (!_render_buffers_can_be_storage()) {
  1076. Vector<RID> fb;
  1077. fb.push_back(mm.texture);
  1078. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1079. // We can re-use the half texture here as it is an intermediate result
  1080. }
  1081. ll[1].mipmaps.push_back(mm);
  1082. }
  1083. base_width = MAX(1, base_width >> 1);
  1084. base_height = MAX(1, base_height >> 1);
  1085. }
  1086. rb->blur[0].layers.push_back(ll[0]);
  1087. rb->blur[1].layers.push_back(ll[1]);
  1088. }
  1089. if (!_render_buffers_can_be_storage()) {
  1090. // create 4 weight textures, 2 full size, 2 half size
  1091. 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
  1092. tf.width = rb->internal_width;
  1093. tf.height = rb->internal_height;
  1094. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1095. tf.array_layers = 1; // Our DOF effect handles one eye per turn
  1096. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1097. tf.mipmaps = 1;
  1098. for (uint32_t i = 0; i < 4; i++) {
  1099. // associated blur texture
  1100. RID texture;
  1101. if (i == 1) {
  1102. texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1103. } else if (i == 2) {
  1104. texture = rb->blur[1].layers[0].mipmaps[0].texture;
  1105. } else if (i == 3) {
  1106. texture = rb->blur[0].layers[0].mipmaps[1].texture;
  1107. }
  1108. // create weight texture
  1109. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1110. // create frame buffer
  1111. Vector<RID> fb;
  1112. if (i != 0) {
  1113. fb.push_back(texture);
  1114. }
  1115. fb.push_back(rb->weight_buffers[i].weight);
  1116. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1117. if (i == 1) {
  1118. // next 2 are half size
  1119. tf.width = MAX(1u, tf.width >> 1);
  1120. tf.height = MAX(1u, tf.height >> 1);
  1121. }
  1122. }
  1123. }
  1124. }
  1125. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1126. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1127. {
  1128. RD::TextureFormat tf;
  1129. if (rb->view_count > 1) {
  1130. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1131. }
  1132. // 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?
  1133. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1134. tf.width = rb->width;
  1135. tf.height = rb->height;
  1136. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1137. tf.array_layers = rb->view_count; // create a layer for every view
  1138. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1139. 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
  1140. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1141. }
  1142. if (!_render_buffers_can_be_storage()) {
  1143. // create framebuffer so we can write into this...
  1144. Vector<RID> fb;
  1145. fb.push_back(rb->depth_back_texture);
  1146. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1147. }
  1148. }
  1149. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1150. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1151. int w = rb->internal_width;
  1152. int h = rb->internal_height;
  1153. while (true) {
  1154. w = MAX(w / 8, 1);
  1155. h = MAX(h / 8, 1);
  1156. RD::TextureFormat tf;
  1157. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1158. tf.width = w;
  1159. tf.height = h;
  1160. bool final = w == 1 && h == 1;
  1161. if (_render_buffers_can_be_storage()) {
  1162. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1163. if (final) {
  1164. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1165. }
  1166. } else {
  1167. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1168. }
  1169. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1170. rb->luminance.reduce.push_back(texture);
  1171. if (!_render_buffers_can_be_storage()) {
  1172. Vector<RID> fb;
  1173. fb.push_back(texture);
  1174. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1175. }
  1176. if (final) {
  1177. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1178. if (!_render_buffers_can_be_storage()) {
  1179. Vector<RID> fb;
  1180. fb.push_back(rb->luminance.current);
  1181. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1182. }
  1183. break;
  1184. }
  1185. }
  1186. }
  1187. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1188. if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
  1189. for (int i = 0; i < rb->views.size(); i++) {
  1190. if (rb->views[i].view_fb.is_valid()) {
  1191. RD::get_singleton()->free(rb->views[i].view_fb);
  1192. }
  1193. if (rb->views[i].view_texture.is_valid()) {
  1194. RD::get_singleton()->free(rb->views[i].view_texture);
  1195. }
  1196. if (rb->views[i].view_depth.is_valid()) {
  1197. RD::get_singleton()->free(rb->views[i].view_depth);
  1198. }
  1199. }
  1200. }
  1201. rb->views.clear();
  1202. if (rb->texture_fb.is_valid()) {
  1203. RD::get_singleton()->free(rb->texture_fb);
  1204. rb->texture_fb = RID();
  1205. }
  1206. if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) {
  1207. RD::get_singleton()->free(rb->internal_texture);
  1208. rb->texture = RID();
  1209. rb->internal_texture = RID();
  1210. rb->upscale_texture = RID();
  1211. } else {
  1212. if (rb->texture.is_valid()) {
  1213. RD::get_singleton()->free(rb->texture);
  1214. rb->texture = RID();
  1215. }
  1216. if (rb->internal_texture.is_valid()) {
  1217. RD::get_singleton()->free(rb->internal_texture);
  1218. rb->internal_texture = RID();
  1219. }
  1220. if (rb->upscale_texture.is_valid()) {
  1221. RD::get_singleton()->free(rb->upscale_texture);
  1222. rb->upscale_texture = RID();
  1223. }
  1224. }
  1225. if (rb->depth_texture.is_valid()) {
  1226. RD::get_singleton()->free(rb->depth_texture);
  1227. rb->depth_texture = RID();
  1228. }
  1229. if (rb->depth_back_fb.is_valid()) {
  1230. RD::get_singleton()->free(rb->depth_back_fb);
  1231. rb->depth_back_fb = RID();
  1232. }
  1233. if (rb->depth_back_texture.is_valid()) {
  1234. RD::get_singleton()->free(rb->depth_back_texture);
  1235. rb->depth_back_texture = RID();
  1236. }
  1237. if (rb->sss_texture.is_valid()) {
  1238. RD::get_singleton()->free(rb->sss_texture);
  1239. rb->sss_texture = RID();
  1240. }
  1241. if (rb->vrs_fb.is_valid()) {
  1242. RD::get_singleton()->free(rb->vrs_fb);
  1243. rb->vrs_fb = RID();
  1244. }
  1245. if (rb->vrs_texture.is_valid()) {
  1246. RD::get_singleton()->free(rb->vrs_texture);
  1247. rb->vrs_texture = RID();
  1248. }
  1249. for (int i = 0; i < 2; i++) {
  1250. for (int l = 0; l < rb->blur[i].layers.size(); l++) {
  1251. for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
  1252. // do we free the texture slice here? or is it enough to free the main texture?
  1253. // do free the mobile extra stuff
  1254. if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
  1255. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
  1256. }
  1257. // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
  1258. if (i == 0) {
  1259. if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
  1260. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
  1261. }
  1262. if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
  1263. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
  1264. }
  1265. }
  1266. }
  1267. }
  1268. rb->blur[i].layers.clear();
  1269. if (rb->blur[i].texture.is_valid()) {
  1270. RD::get_singleton()->free(rb->blur[i].texture);
  1271. rb->blur[i].texture = RID();
  1272. }
  1273. }
  1274. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1275. RD::get_singleton()->free(rb->luminance.fb[i]);
  1276. }
  1277. rb->luminance.fb.clear();
  1278. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1279. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1280. }
  1281. rb->luminance.reduce.clear();
  1282. if (rb->luminance.current_fb.is_valid()) {
  1283. RD::get_singleton()->free(rb->luminance.current_fb);
  1284. rb->luminance.current_fb = RID();
  1285. }
  1286. if (rb->luminance.current.is_valid()) {
  1287. RD::get_singleton()->free(rb->luminance.current);
  1288. rb->luminance.current = RID();
  1289. }
  1290. if (rb->ss_effects.linear_depth.is_valid()) {
  1291. RD::get_singleton()->free(rb->ss_effects.linear_depth);
  1292. rb->ss_effects.linear_depth = RID();
  1293. rb->ss_effects.linear_depth_slices.clear();
  1294. }
  1295. ss_effects->ssao_free(rb->ss_effects.ssao);
  1296. ss_effects->ssil_free(rb->ss_effects.ssil);
  1297. ss_effects->ssr_free(rb->ssr);
  1298. if (rb->taa.history.is_valid()) {
  1299. RD::get_singleton()->free(rb->taa.history);
  1300. rb->taa.history = RID();
  1301. }
  1302. if (rb->taa.temp.is_valid()) {
  1303. RD::get_singleton()->free(rb->taa.temp);
  1304. rb->taa.temp = RID();
  1305. }
  1306. if (rb->taa.prev_velocity.is_valid()) {
  1307. RD::get_singleton()->free(rb->taa.prev_velocity);
  1308. rb->taa.prev_velocity = RID();
  1309. }
  1310. rb->rbgi.free();
  1311. }
  1312. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const Projection &p_camera) {
  1313. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1314. ERR_FAIL_COND(!rb);
  1315. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1316. if (!can_use_effects) {
  1317. //just copy
  1318. return;
  1319. }
  1320. if (rb->blur[0].texture.is_null()) {
  1321. _allocate_blur_textures(rb);
  1322. }
  1323. 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);
  1324. }
  1325. 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) {
  1326. ERR_FAIL_NULL(ss_effects);
  1327. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1328. ERR_FAIL_COND(!rb);
  1329. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1330. if (!can_use_effects) {
  1331. //just copy
  1332. copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count);
  1333. return;
  1334. }
  1335. ERR_FAIL_COND(p_environment.is_null());
  1336. ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment));
  1337. Size2i half_size = Size2i(rb->internal_width / 2, rb->internal_height / 2);
  1338. if (rb->ssr.output.is_null()) {
  1339. ss_effects->ssr_allocate_buffers(rb->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, rb->view_count);
  1340. }
  1341. RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS];
  1342. RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS];
  1343. for (uint32_t v = 0; v < rb->view_count; v++) {
  1344. texture_slices[v] = rb->views[v].view_texture;
  1345. depth_slices[v] = rb->views[v].view_depth;
  1346. }
  1347. 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);
  1348. copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count);
  1349. }
  1350. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
  1351. ERR_FAIL_NULL(ss_effects);
  1352. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1353. ERR_FAIL_COND(!rb);
  1354. ERR_FAIL_COND(p_environment.is_null());
  1355. RENDER_TIMESTAMP("Process SSAO");
  1356. RendererRD::SSEffects::SSAOSettings settings;
  1357. settings.radius = environment_get_ssao_radius(p_environment);
  1358. settings.intensity = environment_get_ssao_intensity(p_environment);
  1359. settings.power = environment_get_ssao_power(p_environment);
  1360. settings.detail = environment_get_ssao_detail(p_environment);
  1361. settings.horizon = environment_get_ssao_horizon(p_environment);
  1362. settings.sharpness = environment_get_ssao_sharpness(p_environment);
  1363. settings.quality = ssao_quality;
  1364. settings.half_size = ssao_half_size;
  1365. settings.adaptive_target = ssao_adaptive_target;
  1366. settings.blur_passes = ssao_blur_passes;
  1367. settings.fadeout_from = ssao_fadeout_from;
  1368. settings.fadeout_to = ssao_fadeout_to;
  1369. settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
  1370. ss_effects->ssao_allocate_buffers(rb->ss_effects.ssao, settings, rb->ss_effects.linear_depth);
  1371. ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings);
  1372. }
  1373. void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) {
  1374. ERR_FAIL_NULL(ss_effects);
  1375. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1376. ERR_FAIL_COND(!rb);
  1377. ERR_FAIL_COND(p_environment.is_null());
  1378. RENDER_TIMESTAMP("Process SSIL");
  1379. RendererRD::SSEffects::SSILSettings settings;
  1380. settings.radius = environment_get_ssil_radius(p_environment);
  1381. settings.intensity = environment_get_ssil_intensity(p_environment);
  1382. settings.sharpness = environment_get_ssil_sharpness(p_environment);
  1383. settings.normal_rejection = environment_get_ssil_normal_rejection(p_environment);
  1384. settings.quality = ssil_quality;
  1385. settings.half_size = ssil_half_size;
  1386. settings.adaptive_target = ssil_adaptive_target;
  1387. settings.blur_passes = ssil_blur_passes;
  1388. settings.fadeout_from = ssil_fadeout_from;
  1389. settings.fadeout_to = ssil_fadeout_to;
  1390. settings.full_screen_size = Size2i(rb->width, rb->height);
  1391. Projection correction;
  1392. correction.set_depth_correction(true);
  1393. Projection projection = correction * p_projection;
  1394. Transform3D transform = p_transform;
  1395. transform.set_origin(Vector3(0.0, 0.0, 0.0));
  1396. Projection last_frame_projection = rb->ss_effects.last_frame_projection * Projection(rb->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
  1397. ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth);
  1398. ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
  1399. rb->ss_effects.last_frame_projection = projection;
  1400. rb->ss_effects.last_frame_transform = transform;
  1401. }
  1402. void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
  1403. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1404. ERR_FAIL_COND(!rb);
  1405. if (rb->ss_effects.ssil.last_frame.is_valid()) {
  1406. copy_effects->copy_to_rect(rb->texture, rb->ss_effects.ssil.last_frame, Rect2i(0, 0, rb->width, rb->height));
  1407. int width = rb->width;
  1408. int height = rb->height;
  1409. for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) {
  1410. width = MAX(1, width >> 1);
  1411. height = MAX(1, height >> 1);
  1412. copy_effects->make_mipmap(rb->ss_effects.ssil.last_frame_slices[i], rb->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height));
  1413. }
  1414. }
  1415. }
  1416. void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) {
  1417. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1418. ERR_FAIL_COND(!rb);
  1419. bool just_allocated = false;
  1420. if (rb->taa.history.is_null()) {
  1421. RD::TextureFormat tf;
  1422. if (rb->view_count > 1) {
  1423. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1424. }
  1425. tf.format = _render_buffers_get_color_format();
  1426. tf.width = rb->internal_width;
  1427. tf.height = rb->internal_height;
  1428. tf.array_layers = rb->view_count; // create a layer for every view
  1429. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  1430. rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1431. rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1432. tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
  1433. rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1434. just_allocated = true;
  1435. }
  1436. RD::get_singleton()->draw_command_begin_label("TAA");
  1437. if (!just_allocated) {
  1438. 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);
  1439. copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1440. }
  1441. copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1442. copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height));
  1443. RD::get_singleton()->draw_command_end_label();
  1444. }
  1445. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1446. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1447. ERR_FAIL_COND(!rb);
  1448. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1449. if (rb->blur[0].texture.is_null()) {
  1450. _allocate_blur_textures(rb);
  1451. }
  1452. bool can_use_storage = _render_buffers_can_be_storage();
  1453. for (uint32_t v = 0; v < rb->view_count; v++) {
  1454. if (can_use_storage) {
  1455. 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));
  1456. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1457. 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));
  1458. }
  1459. } else {
  1460. 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));
  1461. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1462. 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));
  1463. }
  1464. }
  1465. }
  1466. RD::get_singleton()->draw_command_end_label();
  1467. }
  1468. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1469. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1470. ERR_FAIL_COND(!rb);
  1471. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1472. if (rb->depth_back_texture.is_null()) {
  1473. _allocate_depth_backbuffer_textures(rb);
  1474. }
  1475. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1476. bool can_use_storage = _render_buffers_can_be_storage();
  1477. if (can_use_storage) {
  1478. copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1479. } else {
  1480. copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1481. }
  1482. RD::get_singleton()->draw_command_end_label();
  1483. }
  1484. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1485. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1486. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1487. ERR_FAIL_COND(!rb);
  1488. // Glow and override exposure (if enabled).
  1489. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1490. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1491. bool can_use_storage = _render_buffers_can_be_storage();
  1492. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1493. RENDER_TIMESTAMP("Depth of Field");
  1494. RD::get_singleton()->draw_command_begin_label("DOF");
  1495. if (rb->blur[0].texture.is_null()) {
  1496. _allocate_blur_textures(rb);
  1497. }
  1498. RendererRD::BokehDOF::BokehBuffers buffers;
  1499. // Textures we use
  1500. buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
  1501. buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1502. buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
  1503. buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
  1504. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1505. if (can_use_storage) {
  1506. for (uint32_t i = 0; i < rb->view_count; i++) {
  1507. buffers.base_texture = rb->views[i].view_texture;
  1508. buffers.depth_texture = rb->views[i].view_depth;
  1509. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1510. float z_near = p_render_data->view_projection[i].get_z_near();
  1511. float z_far = p_render_data->view_projection[i].get_z_far();
  1512. bokeh_dof->bokeh_dof_compute(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, z_near, z_far, p_render_data->cam_orthogonal);
  1513. };
  1514. } else {
  1515. // Set framebuffers.
  1516. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1517. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1518. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1519. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1520. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1521. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1522. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1523. // Set weight buffers.
  1524. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  1525. for (uint32_t i = 0; i < rb->view_count; i++) {
  1526. buffers.base_texture = rb->views[i].view_texture;
  1527. buffers.depth_texture = rb->views[i].view_depth;
  1528. buffers.base_fb = rb->views[i].view_fb;
  1529. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1530. float z_near = p_render_data->view_projection[i].get_z_near();
  1531. float z_far = p_render_data->view_projection[i].get_z_far();
  1532. bokeh_dof->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, z_near, z_far, p_render_data->cam_orthogonal);
  1533. }
  1534. }
  1535. RD::get_singleton()->draw_command_end_label();
  1536. }
  1537. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) {
  1538. RENDER_TIMESTAMP("Auto exposure");
  1539. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1540. if (rb->luminance.current.is_null()) {
  1541. _allocate_luminance_textures(rb);
  1542. }
  1543. bool set_immediate = environment_get_auto_exposure_version(p_render_data->environment) != rb->auto_exposure_version;
  1544. rb->auto_exposure_version = environment_get_auto_exposure_version(p_render_data->environment);
  1545. double step = environment_get_auto_exp_speed(p_render_data->environment) * time_step;
  1546. if (can_use_storage) {
  1547. RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate);
  1548. } else {
  1549. 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, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate);
  1550. }
  1551. // Swap final reduce with prev luminance.
  1552. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1553. if (!can_use_storage) {
  1554. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1555. }
  1556. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  1557. RD::get_singleton()->draw_command_end_label();
  1558. }
  1559. int max_glow_level = -1;
  1560. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  1561. RENDER_TIMESTAMP("Glow");
  1562. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1563. /* see that blur textures are allocated */
  1564. if (rb->blur[1].texture.is_null()) {
  1565. _allocate_blur_textures(rb);
  1566. }
  1567. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1568. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  1569. if (i >= rb->blur[1].layers[0].mipmaps.size()) {
  1570. max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
  1571. } else {
  1572. max_glow_level = i;
  1573. }
  1574. }
  1575. }
  1576. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1577. for (uint32_t l = 0; l < rb->view_count; l++) {
  1578. for (int i = 0; i < (max_glow_level + 1); i++) {
  1579. int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
  1580. int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
  1581. if (i == 0) {
  1582. RID luminance_texture;
  1583. if (environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) {
  1584. luminance_texture = rb->luminance.current;
  1585. }
  1586. if (can_use_storage) {
  1587. 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, environment_get_auto_exp_scale(p_render_data->environment));
  1588. } else {
  1589. 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, environment_get_auto_exp_scale(p_render_data->environment));
  1590. }
  1591. } else {
  1592. if (can_use_storage) {
  1593. 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);
  1594. } else {
  1595. 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);
  1596. }
  1597. }
  1598. }
  1599. }
  1600. RD::get_singleton()->draw_command_end_label();
  1601. }
  1602. {
  1603. RENDER_TIMESTAMP("Tonemap");
  1604. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1605. RendererRD::ToneMapper::TonemapSettings tonemap;
  1606. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) {
  1607. tonemap.use_auto_exposure = true;
  1608. tonemap.exposure_texture = rb->luminance.current;
  1609. tonemap.auto_exposure_grey = environment_get_auto_exp_scale(p_render_data->environment);
  1610. } else {
  1611. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1612. }
  1613. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  1614. tonemap.use_glow = true;
  1615. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  1616. 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);
  1617. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1618. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  1619. }
  1620. tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
  1621. tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
  1622. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1623. tonemap.glow_texture = rb->blur[1].texture;
  1624. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  1625. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  1626. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  1627. } else {
  1628. tonemap.glow_map_strength = 0.0f;
  1629. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1630. }
  1631. } else {
  1632. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  1633. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1634. }
  1635. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1636. tonemap.use_fxaa = true;
  1637. }
  1638. tonemap.use_debanding = rb->use_debanding;
  1639. tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
  1640. if (p_render_data->environment.is_valid()) {
  1641. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  1642. tonemap.white = environment_get_white(p_render_data->environment);
  1643. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  1644. }
  1645. if (camfx && camfx->override_exposure_enabled) {
  1646. tonemap.exposure = camfx->override_exposure;
  1647. }
  1648. tonemap.use_color_correction = false;
  1649. tonemap.use_1d_color_correction = false;
  1650. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  1651. if (can_use_effects && p_render_data->environment.is_valid()) {
  1652. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  1653. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  1654. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  1655. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  1656. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  1657. tonemap.use_color_correction = true;
  1658. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  1659. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  1660. }
  1661. }
  1662. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1663. tonemap.view_count = p_render_data->view_count;
  1664. tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1665. RD::get_singleton()->draw_command_end_label();
  1666. }
  1667. if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
  1668. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  1669. 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);
  1670. RD::get_singleton()->draw_command_end_label();
  1671. }
  1672. texture_storage->render_target_disable_clear_request(rb->render_target);
  1673. }
  1674. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  1675. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1676. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  1677. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1678. ERR_FAIL_COND(!rb);
  1679. // Override exposure (if enabled).
  1680. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1681. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1682. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  1683. RendererRD::ToneMapper::TonemapSettings tonemap;
  1684. if (p_render_data->environment.is_valid()) {
  1685. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  1686. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  1687. tonemap.white = environment_get_white(p_render_data->environment);
  1688. }
  1689. if (camfx && camfx->override_exposure_enabled) {
  1690. tonemap.exposure = camfx->override_exposure;
  1691. }
  1692. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  1693. // The problem is that we need to use the result so far and process them before we can
  1694. // apply this to our results.
  1695. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  1696. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1697. }
  1698. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) {
  1699. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1700. }
  1701. tonemap.use_glow = false;
  1702. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  1703. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1704. tonemap.use_auto_exposure = false;
  1705. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1706. tonemap.use_color_correction = false;
  1707. tonemap.use_1d_color_correction = false;
  1708. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  1709. if (can_use_effects && p_render_data->environment.is_valid()) {
  1710. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  1711. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  1712. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  1713. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  1714. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  1715. tonemap.use_color_correction = true;
  1716. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  1717. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  1718. }
  1719. }
  1720. tonemap.use_debanding = rb->use_debanding;
  1721. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1722. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1723. tonemap.view_count = p_render_data->view_count;
  1724. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  1725. RD::get_singleton()->draw_command_end_label();
  1726. }
  1727. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  1728. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1729. ERR_FAIL_COND(!rb);
  1730. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1731. texture_storage->render_target_disable_clear_request(rb->render_target);
  1732. }
  1733. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  1734. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1735. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1736. ERR_FAIL_COND(!rb);
  1737. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1738. if (p_shadow_atlas.is_valid()) {
  1739. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1740. if (shadow_atlas_texture.is_null()) {
  1741. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  1742. }
  1743. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1744. 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);
  1745. }
  1746. }
  1747. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1748. if (directional_shadow_get_texture().is_valid()) {
  1749. RID shadow_atlas_texture = directional_shadow_get_texture();
  1750. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1751. 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);
  1752. }
  1753. }
  1754. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1755. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  1756. if (decal_atlas.is_valid()) {
  1757. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1758. 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);
  1759. }
  1760. }
  1761. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  1762. if (rb->luminance.current.is_valid()) {
  1763. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1764. 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);
  1765. }
  1766. }
  1767. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
  1768. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1769. 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);
  1770. }
  1771. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
  1772. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1773. 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);
  1774. }
  1775. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  1776. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1777. 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);
  1778. }
  1779. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) {
  1780. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1781. RID ambient_texture = rb->rbgi.ambient_buffer;
  1782. RID reflection_texture = rb->rbgi.reflection_buffer;
  1783. 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);
  1784. }
  1785. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  1786. if (p_occlusion_buffer.is_valid()) {
  1787. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1788. 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);
  1789. }
  1790. }
  1791. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
  1792. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1793. 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);
  1794. }
  1795. }
  1796. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  1797. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1798. ERR_FAIL_COND_V(!rb, RID());
  1799. if (!rb->blur[0].texture.is_valid()) {
  1800. return RID(); //not valid at the moment
  1801. }
  1802. return rb->blur[0].texture;
  1803. }
  1804. RID RendererSceneRenderRD::render_buffers_get_back_depth_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. if (!rb->depth_back_texture.is_valid()) {
  1808. return RID(); //not valid at the moment
  1809. }
  1810. return rb->depth_back_texture;
  1811. }
  1812. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  1813. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1814. ERR_FAIL_COND_V(!rb, RID());
  1815. return rb->depth_texture;
  1816. }
  1817. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  1818. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1819. ERR_FAIL_COND_V(!rb, RID());
  1820. return rb->ss_effects.ssao.ao_final;
  1821. }
  1822. RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
  1823. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1824. ERR_FAIL_COND_V(!rb, RID());
  1825. return rb->ss_effects.ssil.ssil_final;
  1826. }
  1827. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  1828. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1829. ERR_FAIL_COND_V(!rb, RID());
  1830. if (rb->rbgi.voxel_gi_buffer.is_null()) {
  1831. rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES);
  1832. }
  1833. return rb->rbgi.voxel_gi_buffer;
  1834. }
  1835. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  1836. return gi.default_voxel_gi_buffer;
  1837. }
  1838. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  1839. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1840. ERR_FAIL_COND_V(!rb, RID());
  1841. return rb->rbgi.ambient_buffer;
  1842. }
  1843. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  1844. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1845. ERR_FAIL_COND_V(!rb, RID());
  1846. return rb->rbgi.reflection_buffer;
  1847. }
  1848. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  1849. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1850. ERR_FAIL_COND_V(!rb, 0);
  1851. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1852. return rb->sdfgi->cascades.size();
  1853. }
  1854. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  1855. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1856. ERR_FAIL_COND_V(!rb, false);
  1857. return rb->sdfgi != nullptr;
  1858. }
  1859. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  1860. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1861. ERR_FAIL_COND_V(!rb, RID());
  1862. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1863. return rb->sdfgi->lightprobe_texture;
  1864. }
  1865. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1866. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1867. ERR_FAIL_COND_V(!rb, Vector3());
  1868. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  1869. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  1870. 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;
  1871. }
  1872. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1873. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1874. ERR_FAIL_COND_V(!rb, Vector3i());
  1875. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  1876. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  1877. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR;
  1878. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  1879. }
  1880. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  1881. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1882. ERR_FAIL_COND_V(!rb, 0);
  1883. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1884. return rb->sdfgi->normal_bias;
  1885. }
  1886. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  1887. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1888. ERR_FAIL_COND_V(!rb, 0);
  1889. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1890. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  1891. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  1892. }
  1893. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  1894. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1895. ERR_FAIL_COND_V(!rb, 0);
  1896. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1897. return rb->sdfgi->probe_axis_count;
  1898. }
  1899. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  1900. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1901. ERR_FAIL_COND_V(!rb, 0);
  1902. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1903. return rb->sdfgi->cascade_size;
  1904. }
  1905. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  1906. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1907. ERR_FAIL_COND_V(!rb, false);
  1908. ERR_FAIL_COND_V(!rb->sdfgi, false);
  1909. return rb->sdfgi->uses_occlusion;
  1910. }
  1911. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  1912. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1913. ERR_FAIL_COND_V(!rb, 0.0);
  1914. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  1915. return rb->sdfgi->energy;
  1916. }
  1917. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  1918. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1919. ERR_FAIL_COND_V(!rb, RID());
  1920. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1921. return rb->sdfgi->occlusion_texture;
  1922. }
  1923. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  1924. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1925. ERR_FAIL_COND_V(!rb, false);
  1926. return rb->volumetric_fog != nullptr;
  1927. }
  1928. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  1929. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1930. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  1931. return rb->volumetric_fog->fog_map;
  1932. }
  1933. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  1934. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1935. ERR_FAIL_COND_V(!rb, RID());
  1936. if (!rb->volumetric_fog) {
  1937. return RID();
  1938. }
  1939. return rb->volumetric_fog->sky_uniform_set;
  1940. }
  1941. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  1942. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1943. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  1944. return rb->volumetric_fog->length;
  1945. }
  1946. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  1947. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1948. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  1949. return rb->volumetric_fog->spread;
  1950. }
  1951. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  1952. return 1.0;
  1953. }
  1954. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  1955. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1956. }
  1957. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  1958. return true;
  1959. }
  1960. 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) {
  1961. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1962. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1963. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  1964. if (!_render_buffers_can_be_storage()) {
  1965. p_internal_height = p_height;
  1966. p_internal_width = p_width;
  1967. }
  1968. if (p_use_taa) {
  1969. // Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
  1970. // This restores sharpness in still images to be roughly at the same level as without TAA,
  1971. // but moving scenes will still be blurrier.
  1972. p_texture_mipmap_bias -= 0.5;
  1973. }
  1974. if (p_screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1975. // Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness.
  1976. // If both TAA and FXAA are enabled, combine their negative LOD biases together.
  1977. p_texture_mipmap_bias -= 0.25;
  1978. }
  1979. material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
  1980. update_uniform_sets();
  1981. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1982. // Should we add an overrule per viewport?
  1983. rb->internal_width = p_internal_width;
  1984. rb->internal_height = p_internal_height;
  1985. rb->width = p_width;
  1986. rb->height = p_height;
  1987. rb->fsr_sharpness = p_fsr_sharpness;
  1988. rb->render_target = p_render_target;
  1989. rb->msaa = p_msaa;
  1990. rb->screen_space_aa = p_screen_space_aa;
  1991. rb->use_taa = p_use_taa;
  1992. rb->use_debanding = p_use_debanding;
  1993. rb->view_count = p_view_count;
  1994. if (is_clustered_enabled()) {
  1995. if (rb->cluster_builder == nullptr) {
  1996. rb->cluster_builder = memnew(ClusterBuilderRD);
  1997. }
  1998. rb->cluster_builder->set_shared(&cluster_builder_shared);
  1999. }
  2000. _free_render_buffer_data(rb);
  2001. {
  2002. RD::TextureFormat tf;
  2003. if (rb->view_count > 1) {
  2004. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2005. }
  2006. tf.format = _render_buffers_get_color_format();
  2007. tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
  2008. tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
  2009. tf.array_layers = rb->view_count; // create a layer for every view
  2010. 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;
  2011. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2012. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2013. }
  2014. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2015. rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2016. if ((p_internal_width != p_width || p_internal_height != p_height)) {
  2017. tf.width = rb->width;
  2018. tf.height = rb->height;
  2019. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2020. rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2021. } else {
  2022. rb->texture = rb->internal_texture;
  2023. rb->upscale_texture = rb->internal_texture;
  2024. }
  2025. }
  2026. {
  2027. RD::TextureFormat tf;
  2028. if (rb->view_count > 1) {
  2029. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2030. }
  2031. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2032. 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;
  2033. } else {
  2034. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2035. }
  2036. tf.width = rb->internal_width;
  2037. tf.height = rb->internal_height;
  2038. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2039. tf.array_layers = rb->view_count; // create a layer for every view
  2040. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2041. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2042. } else {
  2043. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2044. }
  2045. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2046. }
  2047. {
  2048. if (!_render_buffers_can_be_storage()) {
  2049. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2050. Vector<RID> fb;
  2051. fb.push_back(rb->internal_texture);
  2052. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2053. }
  2054. rb->views.clear(); // JIC
  2055. if (rb->view_count == 1) {
  2056. // copy as a convenience
  2057. RenderBuffers::View view;
  2058. view.view_texture = rb->texture;
  2059. view.view_depth = rb->depth_texture;
  2060. view.view_fb = rb->texture_fb;
  2061. rb->views.push_back(view);
  2062. } else {
  2063. for (uint32_t i = 0; i < rb->view_count; i++) {
  2064. RenderBuffers::View view;
  2065. view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->texture, i, 0);
  2066. view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
  2067. if (!_render_buffers_can_be_storage()) {
  2068. Vector<RID> fb;
  2069. fb.push_back(view.view_texture);
  2070. view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
  2071. }
  2072. rb->views.push_back(view);
  2073. }
  2074. }
  2075. }
  2076. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target);
  2077. if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  2078. vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb);
  2079. }
  2080. RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
  2081. 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);
  2082. if (is_clustered_enabled()) {
  2083. 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);
  2084. }
  2085. }
  2086. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2087. gi.half_resolution = p_enable;
  2088. }
  2089. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2090. sss_quality = p_quality;
  2091. }
  2092. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2093. return sss_quality;
  2094. }
  2095. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2096. sss_scale = p_scale;
  2097. sss_depth_scale = p_depth_scale;
  2098. }
  2099. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  2100. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2101. if (shadows_quality != p_quality) {
  2102. shadows_quality = p_quality;
  2103. switch (shadows_quality) {
  2104. case RS::SHADOW_QUALITY_HARD: {
  2105. penumbra_shadow_samples = 4;
  2106. soft_shadow_samples = 0;
  2107. shadows_quality_radius = 1.0;
  2108. } break;
  2109. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2110. penumbra_shadow_samples = 4;
  2111. soft_shadow_samples = 1;
  2112. shadows_quality_radius = 1.5;
  2113. } break;
  2114. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2115. penumbra_shadow_samples = 8;
  2116. soft_shadow_samples = 4;
  2117. shadows_quality_radius = 2.0;
  2118. } break;
  2119. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2120. penumbra_shadow_samples = 12;
  2121. soft_shadow_samples = 8;
  2122. shadows_quality_radius = 2.0;
  2123. } break;
  2124. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2125. penumbra_shadow_samples = 24;
  2126. soft_shadow_samples = 16;
  2127. shadows_quality_radius = 3.0;
  2128. } break;
  2129. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2130. penumbra_shadow_samples = 32;
  2131. soft_shadow_samples = 32;
  2132. shadows_quality_radius = 4.0;
  2133. } break;
  2134. case RS::SHADOW_QUALITY_MAX:
  2135. break;
  2136. }
  2137. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2138. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2139. }
  2140. _update_shader_quality_settings();
  2141. }
  2142. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  2143. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2144. if (directional_shadow_quality != p_quality) {
  2145. directional_shadow_quality = p_quality;
  2146. switch (directional_shadow_quality) {
  2147. case RS::SHADOW_QUALITY_HARD: {
  2148. directional_penumbra_shadow_samples = 4;
  2149. directional_soft_shadow_samples = 0;
  2150. directional_shadow_quality_radius = 1.0;
  2151. } break;
  2152. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2153. directional_penumbra_shadow_samples = 4;
  2154. directional_soft_shadow_samples = 1;
  2155. directional_shadow_quality_radius = 1.5;
  2156. } break;
  2157. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2158. directional_penumbra_shadow_samples = 8;
  2159. directional_soft_shadow_samples = 4;
  2160. directional_shadow_quality_radius = 2.0;
  2161. } break;
  2162. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2163. directional_penumbra_shadow_samples = 12;
  2164. directional_soft_shadow_samples = 8;
  2165. directional_shadow_quality_radius = 2.0;
  2166. } break;
  2167. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2168. directional_penumbra_shadow_samples = 24;
  2169. directional_soft_shadow_samples = 16;
  2170. directional_shadow_quality_radius = 3.0;
  2171. } break;
  2172. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2173. directional_penumbra_shadow_samples = 32;
  2174. directional_soft_shadow_samples = 32;
  2175. directional_shadow_quality_radius = 4.0;
  2176. } break;
  2177. case RS::SHADOW_QUALITY_MAX:
  2178. break;
  2179. }
  2180. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2181. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2182. }
  2183. _update_shader_quality_settings();
  2184. }
  2185. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2186. if (decals_filter == p_filter) {
  2187. return;
  2188. }
  2189. decals_filter = p_filter;
  2190. _update_shader_quality_settings();
  2191. }
  2192. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2193. if (light_projectors_filter == p_filter) {
  2194. return;
  2195. }
  2196. light_projectors_filter = p_filter;
  2197. _update_shader_quality_settings();
  2198. }
  2199. int RendererSceneRenderRD::get_roughness_layers() const {
  2200. return sky.roughness_layers;
  2201. }
  2202. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2203. return sky.sky_use_cubemap_array;
  2204. }
  2205. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2206. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2207. ERR_FAIL_COND_V(!rb, nullptr);
  2208. return rb->data;
  2209. }
  2210. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2211. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2212. cluster.reflection_count = 0;
  2213. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2214. if (cluster.reflection_count == cluster.max_reflections) {
  2215. break;
  2216. }
  2217. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2218. if (!rpi) {
  2219. continue;
  2220. }
  2221. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2222. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2223. cluster.reflection_count++;
  2224. }
  2225. if (cluster.reflection_count > 0) {
  2226. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2227. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2228. }
  2229. bool using_forward_ids = _uses_forward_ids();
  2230. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2231. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2232. if (using_forward_ids) {
  2233. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2234. }
  2235. RID base_probe = rpi->probe;
  2236. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2237. Vector3 extents = light_storage->reflection_probe_get_extents(base_probe);
  2238. rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2239. reflection_ubo.box_extents[0] = extents.x;
  2240. reflection_ubo.box_extents[1] = extents.y;
  2241. reflection_ubo.box_extents[2] = extents.z;
  2242. reflection_ubo.index = rpi->atlas_index;
  2243. Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe);
  2244. reflection_ubo.box_offset[0] = origin_offset.x;
  2245. reflection_ubo.box_offset[1] = origin_offset.y;
  2246. reflection_ubo.box_offset[2] = origin_offset.z;
  2247. reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2248. reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe);
  2249. reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe);
  2250. reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
  2251. reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
  2252. Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
  2253. float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
  2254. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2255. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2256. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2257. Transform3D transform = rpi->transform;
  2258. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2259. RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix);
  2260. if (current_cluster_builder != nullptr) {
  2261. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2262. }
  2263. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2264. }
  2265. if (cluster.reflection_count) {
  2266. 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);
  2267. }
  2268. }
  2269. void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
  2270. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2271. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2272. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2273. r_directional_light_count = 0;
  2274. r_positional_light_count = 0;
  2275. Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2276. cluster.omni_light_count = 0;
  2277. cluster.spot_light_count = 0;
  2278. r_directional_light_soft_shadows = false;
  2279. for (int i = 0; i < (int)p_lights.size(); i++) {
  2280. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2281. if (!li) {
  2282. continue;
  2283. }
  2284. RID base = li->light;
  2285. ERR_CONTINUE(base.is_null());
  2286. RS::LightType type = light_storage->light_get_type(base);
  2287. switch (type) {
  2288. case RS::LIGHT_DIRECTIONAL: {
  2289. if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
  2290. continue;
  2291. }
  2292. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2293. Transform3D light_transform = li->transform;
  2294. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2295. light_data.direction[0] = direction.x;
  2296. light_data.direction[1] = direction.y;
  2297. light_data.direction[2] = direction.z;
  2298. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2299. light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2300. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2301. light_data.color[0] = linear_col.r;
  2302. light_data.color[1] = linear_col.g;
  2303. light_data.color[2] = linear_col.b;
  2304. light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2305. light_data.mask = light_storage->light_get_cull_mask(base);
  2306. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2307. light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
  2308. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2309. WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
  2310. }
  2311. light_data.shadow_opacity = (p_using_shadows && light_storage->light_has_shadow(base))
  2312. ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY)
  2313. : 0.0;
  2314. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2315. if (angular_diameter > 0.0) {
  2316. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2317. // technically this will keep expanding until reaching the sun, but all we care
  2318. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2319. angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
  2320. if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
  2321. // Only enable PCSS-like soft shadows if blurring is enabled.
  2322. // Otherwise, performance would decrease with no visual difference.
  2323. r_directional_light_soft_shadows = true;
  2324. }
  2325. } else {
  2326. angular_diameter = 0.0;
  2327. }
  2328. if (light_data.shadow_opacity > 0.001) {
  2329. RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
  2330. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2331. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
  2332. for (int j = 0; j < 4; j++) {
  2333. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2334. Projection matrix = li->shadow_transform[j].camera;
  2335. float split = li->shadow_transform[MIN(limit, j)].split;
  2336. Projection bias;
  2337. bias.set_light_bias();
  2338. Projection rectm;
  2339. rectm.set_light_atlas_rect(atlas_rect);
  2340. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2341. Projection shadow_mtx = rectm * bias * matrix * modelview;
  2342. light_data.shadow_split_offsets[j] = split;
  2343. float bias_scale = li->shadow_transform[j].bias_scale;
  2344. light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2345. 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;
  2346. light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
  2347. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2348. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2349. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2350. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2351. uv_scale *= atlas_rect.size; //adapt to atlas size
  2352. switch (j) {
  2353. case 0: {
  2354. light_data.uv_scale1[0] = uv_scale.x;
  2355. light_data.uv_scale1[1] = uv_scale.y;
  2356. } break;
  2357. case 1: {
  2358. light_data.uv_scale2[0] = uv_scale.x;
  2359. light_data.uv_scale2[1] = uv_scale.y;
  2360. } break;
  2361. case 2: {
  2362. light_data.uv_scale3[0] = uv_scale.x;
  2363. light_data.uv_scale3[1] = uv_scale.y;
  2364. } break;
  2365. case 3: {
  2366. light_data.uv_scale4[0] = uv_scale.x;
  2367. light_data.uv_scale4[1] = uv_scale.y;
  2368. } break;
  2369. }
  2370. }
  2371. float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2372. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2373. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2374. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2375. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2376. light_data.softshadow_angle = angular_diameter;
  2377. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2378. if (angular_diameter <= 0.0) {
  2379. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2380. }
  2381. }
  2382. r_directional_light_count++;
  2383. } break;
  2384. case RS::LIGHT_OMNI: {
  2385. if (cluster.omni_light_count >= cluster.max_lights) {
  2386. continue;
  2387. }
  2388. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2389. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2390. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2391. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2392. if (distance > fade_begin) {
  2393. if (distance > fade_begin + fade_length) {
  2394. // Out of range, don't draw this light to improve performance.
  2395. continue;
  2396. }
  2397. }
  2398. }
  2399. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2400. cluster.omni_light_sort[cluster.omni_light_count].depth = distance;
  2401. cluster.omni_light_count++;
  2402. } break;
  2403. case RS::LIGHT_SPOT: {
  2404. if (cluster.spot_light_count >= cluster.max_lights) {
  2405. continue;
  2406. }
  2407. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2408. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2409. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2410. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2411. if (distance > fade_begin) {
  2412. if (distance > fade_begin + fade_length) {
  2413. // Out of range, don't draw this light to improve performance.
  2414. continue;
  2415. }
  2416. }
  2417. }
  2418. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2419. cluster.spot_light_sort[cluster.spot_light_count].depth = distance;
  2420. cluster.spot_light_count++;
  2421. } break;
  2422. }
  2423. li->last_pass = RSG::rasterizer->get_frame_number();
  2424. }
  2425. if (cluster.omni_light_count) {
  2426. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2427. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2428. }
  2429. if (cluster.spot_light_count) {
  2430. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2431. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2432. }
  2433. ShadowAtlas *shadow_atlas = nullptr;
  2434. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2435. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2436. }
  2437. bool using_forward_ids = _uses_forward_ids();
  2438. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2439. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2440. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2441. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2442. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2443. RID base = li->light;
  2444. if (using_forward_ids) {
  2445. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2446. }
  2447. Transform3D light_transform = li->transform;
  2448. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2449. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2450. light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2451. // Reuse fade begin, fade length and distance for shadow LOD determination later.
  2452. float fade_begin = 0.0;
  2453. float fade_shadow = 0.0;
  2454. float fade_length = 0.0;
  2455. real_t distance = 0.0;
  2456. float fade = 1.0;
  2457. float shadow_opacity_fade = 1.0;
  2458. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2459. fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2460. fade_shadow = light_storage->light_get_distance_fade_shadow(li->light);
  2461. fade_length = light_storage->light_get_distance_fade_length(li->light);
  2462. distance = camera_plane.distance_to(li->transform.origin);
  2463. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2464. if (distance > fade_begin) {
  2465. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2466. }
  2467. if (distance > fade_shadow) {
  2468. shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
  2469. }
  2470. }
  2471. float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
  2472. light_data.color[0] = linear_col.r * energy;
  2473. light_data.color[1] = linear_col.g * energy;
  2474. light_data.color[2] = linear_col.b * energy;
  2475. light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2476. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2477. float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2478. light_data.inv_radius = 1.0 / radius;
  2479. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2480. light_data.position[0] = pos.x;
  2481. light_data.position[1] = pos.y;
  2482. light_data.position[2] = pos.z;
  2483. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2484. light_data.direction[0] = direction.x;
  2485. light_data.direction[1] = direction.y;
  2486. light_data.direction[2] = direction.z;
  2487. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2488. light_data.size = size;
  2489. light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2490. float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2491. light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
  2492. light_data.mask = light_storage->light_get_cull_mask(base);
  2493. light_data.atlas_rect[0] = 0;
  2494. light_data.atlas_rect[1] = 0;
  2495. light_data.atlas_rect[2] = 0;
  2496. light_data.atlas_rect[3] = 0;
  2497. RID projector = light_storage->light_get_projector(base);
  2498. if (projector.is_valid()) {
  2499. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
  2500. if (type == RS::LIGHT_SPOT) {
  2501. light_data.projector_rect[0] = rect.position.x;
  2502. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2503. light_data.projector_rect[2] = rect.size.width;
  2504. light_data.projector_rect[3] = -rect.size.height;
  2505. } else {
  2506. light_data.projector_rect[0] = rect.position.x;
  2507. light_data.projector_rect[1] = rect.position.y;
  2508. light_data.projector_rect[2] = rect.size.width;
  2509. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2510. }
  2511. } else {
  2512. light_data.projector_rect[0] = 0;
  2513. light_data.projector_rect[1] = 0;
  2514. light_data.projector_rect[2] = 0;
  2515. light_data.projector_rect[3] = 0;
  2516. }
  2517. const bool needs_shadow =
  2518. shadow_atlas &&
  2519. shadow_atlas->shadow_owners.has(li->self) &&
  2520. p_using_shadows &&
  2521. light_storage->light_has_shadow(base);
  2522. bool in_shadow_range = true;
  2523. if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
  2524. if (distance > light_storage->light_get_distance_fade_shadow(li->light) + light_storage->light_get_distance_fade_length(li->light)) {
  2525. // Out of range, don't draw shadows to improve performance.
  2526. in_shadow_range = false;
  2527. }
  2528. }
  2529. if (needs_shadow && in_shadow_range) {
  2530. // fill in the shadow information
  2531. light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade;
  2532. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2533. light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2534. if (type == RS::LIGHT_SPOT) {
  2535. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2536. } else { //omni
  2537. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2538. }
  2539. light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base);
  2540. Vector2i omni_offset;
  2541. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2542. light_data.atlas_rect[0] = rect.position.x;
  2543. light_data.atlas_rect[1] = rect.position.y;
  2544. light_data.atlas_rect[2] = rect.size.width;
  2545. light_data.atlas_rect[3] = rect.size.height;
  2546. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2547. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2548. if (type == RS::LIGHT_OMNI) {
  2549. Transform3D proj = (inverse_transform * light_transform).inverse();
  2550. RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix);
  2551. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  2552. // Only enable PCSS-like soft shadows if blurring is enabled.
  2553. // Otherwise, performance would decrease with no visual difference.
  2554. light_data.soft_shadow_size = size;
  2555. } else {
  2556. light_data.soft_shadow_size = 0.0;
  2557. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2558. }
  2559. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2560. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  2561. } else if (type == RS::LIGHT_SPOT) {
  2562. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2563. Projection bias;
  2564. bias.set_light_bias();
  2565. Projection shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2566. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
  2567. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  2568. // Only enable PCSS-like soft shadows if blurring is enabled.
  2569. // Otherwise, performance would decrease with no visual difference.
  2570. Projection cm = li->shadow_transform[0].camera;
  2571. float half_np = cm.get_z_near() * Math::tan(Math::deg_to_rad(spot_angle));
  2572. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2573. } else {
  2574. light_data.soft_shadow_size = 0.0;
  2575. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2576. }
  2577. }
  2578. } else {
  2579. light_data.shadow_opacity = 0.0;
  2580. }
  2581. li->cull_mask = light_storage->light_get_cull_mask(base);
  2582. if (current_cluster_builder != nullptr) {
  2583. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2584. }
  2585. r_positional_light_count++;
  2586. }
  2587. //update without barriers
  2588. if (cluster.omni_light_count) {
  2589. 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);
  2590. }
  2591. if (cluster.spot_light_count) {
  2592. 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);
  2593. }
  2594. if (r_directional_light_count) {
  2595. 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);
  2596. }
  2597. }
  2598. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2599. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2600. Transform3D uv_xform;
  2601. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2602. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2603. uint32_t decal_count = p_decals.size();
  2604. cluster.decal_count = 0;
  2605. for (uint32_t i = 0; i < decal_count; i++) {
  2606. if (cluster.decal_count == cluster.max_decals) {
  2607. break;
  2608. }
  2609. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  2610. if (!di) {
  2611. continue;
  2612. }
  2613. RID decal = di->decal;
  2614. Transform3D xform = di->transform;
  2615. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2616. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  2617. float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  2618. float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  2619. if (distance > fade_begin) {
  2620. if (distance > fade_begin + fade_length) {
  2621. continue; // do not use this decal, its invisible
  2622. }
  2623. }
  2624. }
  2625. cluster.decal_sort[cluster.decal_count].instance = di;
  2626. cluster.decal_sort[cluster.decal_count].depth = distance;
  2627. cluster.decal_count++;
  2628. }
  2629. if (cluster.decal_count > 0) {
  2630. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2631. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2632. }
  2633. bool using_forward_ids = _uses_forward_ids();
  2634. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2635. DecalInstance *di = cluster.decal_sort[i].instance;
  2636. RID decal = di->decal;
  2637. if (using_forward_ids) {
  2638. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2639. }
  2640. di->cull_mask = texture_storage->decal_get_cull_mask(decal);
  2641. Transform3D xform = di->transform;
  2642. float fade = 1.0;
  2643. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  2644. const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2645. const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  2646. const float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  2647. if (distance > fade_begin) {
  2648. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2649. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2650. }
  2651. }
  2652. Cluster::DecalData &dd = cluster.decals[i];
  2653. Vector3 decal_extents = texture_storage->decal_get_extents(decal);
  2654. Transform3D scale_xform;
  2655. scale_xform.basis.scale(decal_extents);
  2656. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2657. RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform);
  2658. Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
  2659. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2660. dd.normal[0] = normal.x;
  2661. dd.normal[1] = normal.y;
  2662. dd.normal[2] = normal.z;
  2663. dd.normal_fade = texture_storage->decal_get_normal_fade(decal);
  2664. RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2665. RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2666. if (albedo_tex.is_valid()) {
  2667. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex);
  2668. dd.albedo_rect[0] = rect.position.x;
  2669. dd.albedo_rect[1] = rect.position.y;
  2670. dd.albedo_rect[2] = rect.size.x;
  2671. dd.albedo_rect[3] = rect.size.y;
  2672. } else {
  2673. if (!emission_tex.is_valid()) {
  2674. continue; //no albedo, no emission, no decal.
  2675. }
  2676. dd.albedo_rect[0] = 0;
  2677. dd.albedo_rect[1] = 0;
  2678. dd.albedo_rect[2] = 0;
  2679. dd.albedo_rect[3] = 0;
  2680. }
  2681. RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2682. if (normal_tex.is_valid()) {
  2683. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex);
  2684. dd.normal_rect[0] = rect.position.x;
  2685. dd.normal_rect[1] = rect.position.y;
  2686. dd.normal_rect[2] = rect.size.x;
  2687. dd.normal_rect[3] = rect.size.y;
  2688. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2689. RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
  2690. } else {
  2691. dd.normal_rect[0] = 0;
  2692. dd.normal_rect[1] = 0;
  2693. dd.normal_rect[2] = 0;
  2694. dd.normal_rect[3] = 0;
  2695. }
  2696. RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2697. if (orm_tex.is_valid()) {
  2698. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex);
  2699. dd.orm_rect[0] = rect.position.x;
  2700. dd.orm_rect[1] = rect.position.y;
  2701. dd.orm_rect[2] = rect.size.x;
  2702. dd.orm_rect[3] = rect.size.y;
  2703. } else {
  2704. dd.orm_rect[0] = 0;
  2705. dd.orm_rect[1] = 0;
  2706. dd.orm_rect[2] = 0;
  2707. dd.orm_rect[3] = 0;
  2708. }
  2709. if (emission_tex.is_valid()) {
  2710. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex);
  2711. dd.emission_rect[0] = rect.position.x;
  2712. dd.emission_rect[1] = rect.position.y;
  2713. dd.emission_rect[2] = rect.size.x;
  2714. dd.emission_rect[3] = rect.size.y;
  2715. } else {
  2716. dd.emission_rect[0] = 0;
  2717. dd.emission_rect[1] = 0;
  2718. dd.emission_rect[2] = 0;
  2719. dd.emission_rect[3] = 0;
  2720. }
  2721. Color modulate = texture_storage->decal_get_modulate(decal);
  2722. dd.modulate[0] = modulate.r;
  2723. dd.modulate[1] = modulate.g;
  2724. dd.modulate[2] = modulate.b;
  2725. dd.modulate[3] = modulate.a * fade;
  2726. dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade;
  2727. dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal);
  2728. dd.mask = texture_storage->decal_get_cull_mask(decal);
  2729. dd.upper_fade = texture_storage->decal_get_upper_fade(decal);
  2730. dd.lower_fade = texture_storage->decal_get_lower_fade(decal);
  2731. if (current_cluster_builder != nullptr) {
  2732. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2733. }
  2734. }
  2735. if (cluster.decal_count > 0) {
  2736. 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);
  2737. }
  2738. }
  2739. ////////////////////////////////////////////////////////////////////////////////
  2740. // FOG SHADER
  2741. 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) {
  2742. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  2743. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2744. ERR_FAIL_COND(!rb);
  2745. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  2746. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  2747. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  2748. if (rb->volumetric_fog) {
  2749. //validate
  2750. 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) {
  2751. memdelete(rb->volumetric_fog);
  2752. rb->volumetric_fog = nullptr;
  2753. }
  2754. }
  2755. if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment)) {
  2756. //no reason to enable or update, bye
  2757. return;
  2758. }
  2759. if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !rb->volumetric_fog) {
  2760. //required volumetric fog but not existing, create
  2761. rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd));
  2762. }
  2763. if (rb->volumetric_fog) {
  2764. RendererRD::Fog::VolumetricFogSettings settings;
  2765. settings.rb_size = Vector2i(rb->width, rb->height);
  2766. settings.time = time;
  2767. settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
  2768. settings.max_cluster_elements = max_cluster_elements;
  2769. settings.volumetric_fog_filter_active = volumetric_fog_filter_active;
  2770. settings.shadow_sampler = shadow_sampler;
  2771. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2772. settings.shadow_atlas_depth = shadow_atlas ? shadow_atlas->depth : RID();
  2773. settings.voxel_gl_buffer = render_buffers_get_voxel_gi_buffer(p_render_buffers);
  2774. settings.omni_light_buffer = get_omni_light_buffer();
  2775. settings.spot_light_buffer = get_spot_light_buffer();
  2776. settings.directional_shadow_depth = directional_shadow.depth;
  2777. settings.directional_light_buffer = get_directional_light_buffer();
  2778. settings.vfog = rb->volumetric_fog;
  2779. settings.cluster_builder = rb->cluster_builder;
  2780. settings.rbgi = &rb->rbgi;
  2781. settings.sdfgi = rb->sdfgi;
  2782. settings.env = p_environment;
  2783. settings.sky = &sky;
  2784. settings.gi = &gi;
  2785. 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);
  2786. }
  2787. }
  2788. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2789. if (p_render_data->render_buffers.is_valid()) {
  2790. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2791. if (rb->sdfgi != nullptr) {
  2792. return true;
  2793. }
  2794. }
  2795. return false;
  2796. }
  2797. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2798. if (p_render_data->render_buffers.is_valid()) {
  2799. if (p_use_gi) {
  2800. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2801. ERR_FAIL_COND(rb == nullptr);
  2802. if (rb->sdfgi == nullptr) {
  2803. return;
  2804. }
  2805. rb->sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  2806. }
  2807. }
  2808. }
  2809. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  2810. if (p_render_data->render_buffers.is_valid()) {
  2811. if (p_use_gi) {
  2812. RD::get_singleton()->compute_list_end();
  2813. }
  2814. }
  2815. }
  2816. 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) {
  2817. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  2818. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2819. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  2820. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2821. ERR_FAIL_COND(rb == nullptr);
  2822. if (rb->sdfgi != nullptr) {
  2823. rb->sdfgi->store_probes();
  2824. }
  2825. }
  2826. render_state.cube_shadows.clear();
  2827. render_state.shadows.clear();
  2828. render_state.directional_shadows.clear();
  2829. Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  2830. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  2831. {
  2832. for (int i = 0; i < render_state.render_shadow_count; i++) {
  2833. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  2834. if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  2835. render_state.directional_shadows.push_back(i);
  2836. } 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) {
  2837. render_state.cube_shadows.push_back(i);
  2838. } else {
  2839. render_state.shadows.push_back(i);
  2840. }
  2841. }
  2842. //cube shadows are rendered in their own way
  2843. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  2844. _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);
  2845. }
  2846. if (render_state.directional_shadows.size()) {
  2847. //open the pass for directional shadows
  2848. _update_directional_shadow_atlas();
  2849. 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);
  2850. RD::get_singleton()->draw_list_end();
  2851. }
  2852. }
  2853. // Render GI
  2854. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  2855. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  2856. if (render_shadows && render_gi) {
  2857. RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
  2858. } else if (render_shadows) {
  2859. RENDER_TIMESTAMP("Render Shadows");
  2860. } else if (render_gi) {
  2861. RENDER_TIMESTAMP("Render GI");
  2862. }
  2863. //prepare shadow rendering
  2864. if (render_shadows) {
  2865. _render_shadow_begin();
  2866. //render directional shadows
  2867. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  2868. _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);
  2869. }
  2870. //render positional shadows
  2871. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  2872. _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);
  2873. }
  2874. _render_shadow_process();
  2875. }
  2876. //start GI
  2877. if (render_gi) {
  2878. 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);
  2879. }
  2880. //Do shadow rendering (in parallel with GI)
  2881. if (render_shadows) {
  2882. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  2883. }
  2884. if (render_gi) {
  2885. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  2886. }
  2887. if (p_render_data->render_buffers.is_valid() && ss_effects) {
  2888. if (p_use_ssao || p_use_ssil) {
  2889. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2890. ERR_FAIL_COND(!rb);
  2891. bool invalidate_uniform_set = false;
  2892. if (rb->ss_effects.linear_depth.is_null()) {
  2893. RD::TextureFormat tf;
  2894. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  2895. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2896. tf.width = (rb->width + 1) / 2;
  2897. tf.height = (rb->height + 1) / 2;
  2898. tf.mipmaps = 5;
  2899. tf.array_layers = 4;
  2900. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2901. rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2902. RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
  2903. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  2904. 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);
  2905. rb->ss_effects.linear_depth_slices.push_back(slice);
  2906. RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
  2907. }
  2908. invalidate_uniform_set = true;
  2909. }
  2910. 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);
  2911. }
  2912. if (p_use_ssao) {
  2913. // TODO make these proper stereo
  2914. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection);
  2915. }
  2916. if (p_use_ssil) {
  2917. // TODO make these proper stereo
  2918. _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);
  2919. }
  2920. }
  2921. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  2922. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  2923. if (current_cluster_builder) {
  2924. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  2925. }
  2926. bool using_shadows = true;
  2927. if (p_render_data->reflection_probe.is_valid()) {
  2928. if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  2929. using_shadows = false;
  2930. }
  2931. } else {
  2932. //do not render reflections when rendering a reflection probe
  2933. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  2934. }
  2935. uint32_t directional_light_count = 0;
  2936. uint32_t positional_light_count = 0;
  2937. _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
  2938. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  2939. p_render_data->directional_light_count = directional_light_count;
  2940. if (current_cluster_builder) {
  2941. current_cluster_builder->bake_cluster();
  2942. }
  2943. if (p_render_data->render_buffers.is_valid()) {
  2944. bool directional_shadows = false;
  2945. for (uint32_t i = 0; i < directional_light_count; i++) {
  2946. if (cluster.directional_lights[i].shadow_opacity > 0.001) {
  2947. directional_shadows = true;
  2948. break;
  2949. }
  2950. }
  2951. if (is_volumetric_supported()) {
  2952. _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);
  2953. }
  2954. }
  2955. }
  2956. 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_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_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) {
  2957. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2958. // getting this here now so we can direct call a bunch of things more easily
  2959. RenderBuffers *rb = nullptr;
  2960. if (p_render_buffers.is_valid()) {
  2961. rb = render_buffers_owner.get_or_null(p_render_buffers);
  2962. ERR_FAIL_COND(!rb);
  2963. }
  2964. //assign render data
  2965. RenderDataRD render_data;
  2966. {
  2967. render_data.render_buffers = p_render_buffers;
  2968. // Our first camera is used by default
  2969. render_data.cam_transform = p_camera_data->main_transform;
  2970. render_data.cam_projection = p_camera_data->main_projection;
  2971. render_data.cam_orthogonal = p_camera_data->is_orthogonal;
  2972. render_data.taa_jitter = p_camera_data->taa_jitter;
  2973. render_data.view_count = p_camera_data->view_count;
  2974. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  2975. render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  2976. render_data.view_projection[v] = p_camera_data->view_projection[v];
  2977. }
  2978. render_data.prev_cam_transform = p_prev_camera_data->main_transform;
  2979. render_data.prev_cam_projection = p_prev_camera_data->main_projection;
  2980. render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  2981. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  2982. render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  2983. }
  2984. render_data.z_near = p_camera_data->main_projection.get_z_near();
  2985. render_data.z_far = p_camera_data->main_projection.get_z_far();
  2986. render_data.instances = &p_instances;
  2987. render_data.lights = &p_lights;
  2988. render_data.reflection_probes = &p_reflection_probes;
  2989. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  2990. render_data.decals = &p_decals;
  2991. render_data.lightmaps = &p_lightmaps;
  2992. render_data.fog_volumes = &p_fog_volumes;
  2993. render_data.environment = p_environment;
  2994. render_data.camera_effects = p_camera_effects;
  2995. render_data.shadow_atlas = p_shadow_atlas;
  2996. render_data.reflection_atlas = p_reflection_atlas;
  2997. render_data.reflection_probe = p_reflection_probe;
  2998. render_data.reflection_probe_pass = p_reflection_probe_pass;
  2999. // this should be the same for all cameras..
  3000. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  3001. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  3002. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  3003. render_data.screen_mesh_lod_threshold = 0.0;
  3004. } else {
  3005. render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  3006. }
  3007. render_state.render_shadows = p_render_shadows;
  3008. render_state.render_shadow_count = p_render_shadow_count;
  3009. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3010. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3011. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3012. render_data.render_info = r_render_info;
  3013. }
  3014. PagedArray<RID> empty;
  3015. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3016. render_data.lights = &empty;
  3017. render_data.reflection_probes = &empty;
  3018. render_data.voxel_gi_instances = &empty;
  3019. }
  3020. //sdfgi first
  3021. if (rb != nullptr && rb->sdfgi != nullptr) {
  3022. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3023. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  3024. }
  3025. if (render_state.sdfgi_update_data->update_static) {
  3026. rb->sdfgi->render_static_lights(p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this);
  3027. }
  3028. }
  3029. Color clear_color;
  3030. if (p_render_buffers.is_valid()) {
  3031. clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
  3032. } else {
  3033. clear_color = RSG::texture_storage->get_default_clear_color();
  3034. }
  3035. //assign render indices to voxel_gi_instances
  3036. if (is_dynamic_gi_supported()) {
  3037. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3038. RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  3039. if (voxel_gi_inst) {
  3040. voxel_gi_inst->render_index = i;
  3041. }
  3042. }
  3043. }
  3044. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3045. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3046. current_cluster_builder = rb->cluster_builder;
  3047. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3048. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  3049. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  3050. if (!ra) {
  3051. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3052. current_cluster_builder = nullptr;
  3053. } else {
  3054. current_cluster_builder = ra->cluster_builder;
  3055. }
  3056. } else {
  3057. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  3058. current_cluster_builder = nullptr;
  3059. }
  3060. render_state.voxel_gi_count = 0;
  3061. if (rb != nullptr && is_dynamic_gi_supported()) {
  3062. if (rb->sdfgi) {
  3063. rb->sdfgi->update_cascades();
  3064. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  3065. rb->sdfgi->update_light();
  3066. }
  3067. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  3068. }
  3069. render_state.depth_prepass_used = false;
  3070. //calls _pre_opaque_render between depth pre-pass and opaque pass
  3071. if (current_cluster_builder != nullptr) {
  3072. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  3073. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  3074. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  3075. }
  3076. if (rb != nullptr && rb->vrs_fb.is_valid()) {
  3077. // vrs_fb will only be valid if vrs is enabled
  3078. vrs->update_vrs_texture(rb->vrs_fb, rb->render_target);
  3079. }
  3080. _render_scene(&render_data, clear_color);
  3081. if (p_render_buffers.is_valid()) {
  3082. /*
  3083. _debug_draw_cluster(p_render_buffers);
  3084. _render_buffers_post_process_and_tonemap(&render_data);
  3085. */
  3086. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  3087. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  3088. Vector<RID> view_rids;
  3089. for (int v = 0; v < rb->views.size(); v++) {
  3090. view_rids.push_back(rb->views[v].view_texture);
  3091. }
  3092. 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);
  3093. }
  3094. }
  3095. }
  3096. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  3097. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  3098. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  3099. 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) {
  3100. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  3101. switch (dd) {
  3102. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  3103. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  3104. break;
  3105. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  3106. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  3107. break;
  3108. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  3109. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  3110. break;
  3111. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  3112. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  3113. break;
  3114. default: {
  3115. }
  3116. }
  3117. current_cluster_builder->debug(elem_type);
  3118. }
  3119. }
  3120. }
  3121. 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) {
  3122. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  3123. ERR_FAIL_COND(!light_instance);
  3124. Rect2i atlas_rect;
  3125. uint32_t atlas_size;
  3126. RID atlas_fb;
  3127. bool using_dual_paraboloid = false;
  3128. bool using_dual_paraboloid_flip = false;
  3129. Vector2i dual_paraboloid_offset;
  3130. RID render_fb;
  3131. RID render_texture;
  3132. float zfar;
  3133. bool use_pancake = false;
  3134. bool render_cubemap = false;
  3135. bool finalize_cubemap = false;
  3136. bool flip_y = false;
  3137. Projection light_projection;
  3138. Transform3D light_transform;
  3139. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  3140. //set pssm stuff
  3141. if (light_instance->last_scene_shadow_pass != scene_pass) {
  3142. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  3143. directional_shadow.current_light++;
  3144. light_instance->last_scene_shadow_pass = scene_pass;
  3145. }
  3146. use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  3147. light_projection = light_instance->shadow_transform[p_pass].camera;
  3148. light_transform = light_instance->shadow_transform[p_pass].transform;
  3149. atlas_rect = light_instance->directional_rect;
  3150. if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3151. atlas_rect.size.width /= 2;
  3152. atlas_rect.size.height /= 2;
  3153. if (p_pass == 1) {
  3154. atlas_rect.position.x += atlas_rect.size.width;
  3155. } else if (p_pass == 2) {
  3156. atlas_rect.position.y += atlas_rect.size.height;
  3157. } else if (p_pass == 3) {
  3158. atlas_rect.position += atlas_rect.size;
  3159. }
  3160. } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3161. atlas_rect.size.height /= 2;
  3162. if (p_pass == 0) {
  3163. } else {
  3164. atlas_rect.position.y += atlas_rect.size.height;
  3165. }
  3166. }
  3167. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  3168. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  3169. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  3170. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3171. render_fb = directional_shadow.fb;
  3172. render_texture = RID();
  3173. flip_y = true;
  3174. } else {
  3175. //set from shadow atlas
  3176. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3177. ERR_FAIL_COND(!shadow_atlas);
  3178. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  3179. _update_shadow_atlas(shadow_atlas);
  3180. uint32_t key = shadow_atlas->shadow_owners[p_light];
  3181. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3182. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3183. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  3184. uint32_t quadrant_size = shadow_atlas->size >> 1;
  3185. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  3186. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  3187. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  3188. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3189. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3190. atlas_rect.size.width = shadow_size;
  3191. atlas_rect.size.height = shadow_size;
  3192. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3193. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  3194. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  3195. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  3196. if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3197. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  3198. render_fb = cubemap->side_fb[p_pass];
  3199. render_texture = cubemap->cubemap;
  3200. light_projection = light_instance->shadow_transform[p_pass].camera;
  3201. light_transform = light_instance->shadow_transform[p_pass].transform;
  3202. render_cubemap = true;
  3203. finalize_cubemap = p_pass == 5;
  3204. atlas_fb = shadow_atlas->fb;
  3205. atlas_size = shadow_atlas->size;
  3206. if (p_pass == 0) {
  3207. _render_shadow_begin();
  3208. }
  3209. } else {
  3210. atlas_rect.position.x += 1;
  3211. atlas_rect.position.y += 1;
  3212. atlas_rect.size.x -= 2;
  3213. atlas_rect.size.y -= 2;
  3214. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  3215. light_projection = light_instance->shadow_transform[0].camera;
  3216. light_transform = light_instance->shadow_transform[0].transform;
  3217. using_dual_paraboloid = true;
  3218. using_dual_paraboloid_flip = p_pass == 1;
  3219. render_fb = shadow_atlas->fb;
  3220. flip_y = true;
  3221. }
  3222. } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  3223. light_projection = light_instance->shadow_transform[0].camera;
  3224. light_transform = light_instance->shadow_transform[0].transform;
  3225. render_fb = shadow_atlas->fb;
  3226. flip_y = true;
  3227. }
  3228. }
  3229. if (render_cubemap) {
  3230. //rendering to cubemap
  3231. _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);
  3232. if (finalize_cubemap) {
  3233. _render_shadow_process();
  3234. _render_shadow_end();
  3235. //reblit
  3236. Rect2 atlas_rect_norm = atlas_rect;
  3237. atlas_rect_norm.position /= float(atlas_size);
  3238. atlas_rect_norm.size /= float(atlas_size);
  3239. 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);
  3240. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.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(), true);
  3242. //restore transform so it can be properly used
  3243. light_instance_set_shadow_transform(p_light, Projection(), light_instance->transform, zfar, 0, 0, 0);
  3244. }
  3245. } else {
  3246. //render shadow
  3247. _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);
  3248. }
  3249. }
  3250. 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) {
  3251. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
  3252. }
  3253. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  3254. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  3255. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  3256. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  3257. Projection cm;
  3258. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  3259. Vector3 cam_pos = p_transform.origin;
  3260. cam_pos.y += extents.y;
  3261. Transform3D cam_xform;
  3262. 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());
  3263. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  3264. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  3265. }
  3266. bool RendererSceneRenderRD::free(RID p_rid) {
  3267. if (render_buffers_owner.owns(p_rid)) {
  3268. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  3269. _free_render_buffer_data(rb);
  3270. memdelete(rb->data);
  3271. if (rb->sdfgi) {
  3272. rb->sdfgi->erase();
  3273. memdelete(rb->sdfgi);
  3274. rb->sdfgi = nullptr;
  3275. }
  3276. if (rb->volumetric_fog) {
  3277. memdelete(rb->volumetric_fog);
  3278. rb->volumetric_fog = nullptr;
  3279. }
  3280. if (rb->cluster_builder) {
  3281. memdelete(rb->cluster_builder);
  3282. }
  3283. render_buffers_owner.free(p_rid);
  3284. } else if (is_environment(p_rid)) {
  3285. environment_free(p_rid);
  3286. } else if (camera_effects_owner.owns(p_rid)) {
  3287. //not much to delete, just free it
  3288. camera_effects_owner.free(p_rid);
  3289. } else if (reflection_atlas_owner.owns(p_rid)) {
  3290. reflection_atlas_set_size(p_rid, 0, 0);
  3291. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  3292. if (ra->cluster_builder) {
  3293. memdelete(ra->cluster_builder);
  3294. }
  3295. reflection_atlas_owner.free(p_rid);
  3296. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  3297. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  3298. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  3299. reflection_probe_release_atlas_index(p_rid);
  3300. reflection_probe_instance_owner.free(p_rid);
  3301. } else if (decal_instance_owner.owns(p_rid)) {
  3302. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  3303. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  3304. decal_instance_owner.free(p_rid);
  3305. } else if (lightmap_instance_owner.owns(p_rid)) {
  3306. lightmap_instance_owner.free(p_rid);
  3307. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  3308. gi.voxel_gi_instance_free(p_rid);
  3309. } else if (sky.sky_owner.owns(p_rid)) {
  3310. sky.update_dirty_skys();
  3311. sky.free_sky(p_rid);
  3312. } else if (light_instance_owner.owns(p_rid)) {
  3313. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  3314. //remove from shadow atlases..
  3315. for (const RID &E : light_instance->shadow_atlases) {
  3316. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
  3317. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  3318. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  3319. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3320. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3321. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  3322. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  3323. // Omni lights use two atlas spots, make sure to clear the other as well
  3324. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  3325. }
  3326. shadow_atlas->shadow_owners.erase(p_rid);
  3327. }
  3328. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  3329. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  3330. }
  3331. light_instance_owner.free(p_rid);
  3332. } else if (shadow_atlas_owner.owns(p_rid)) {
  3333. shadow_atlas_set_size(p_rid, 0);
  3334. shadow_atlas_owner.free(p_rid);
  3335. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  3336. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  3337. } else {
  3338. return false;
  3339. }
  3340. return true;
  3341. }
  3342. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  3343. debug_draw = p_debug_draw;
  3344. }
  3345. void RendererSceneRenderRD::update() {
  3346. sky.update_dirty_skys();
  3347. }
  3348. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  3349. time = p_time;
  3350. time_step = p_step;
  3351. }
  3352. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  3353. screen_space_roughness_limiter = p_enable;
  3354. screen_space_roughness_limiter_amount = p_amount;
  3355. screen_space_roughness_limiter_limit = p_limit;
  3356. }
  3357. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  3358. return screen_space_roughness_limiter;
  3359. }
  3360. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  3361. return screen_space_roughness_limiter_amount;
  3362. }
  3363. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  3364. return screen_space_roughness_limiter_limit;
  3365. }
  3366. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3367. RD::TextureFormat tf;
  3368. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3369. tf.width = p_image_size.width; // Always 64x64
  3370. tf.height = p_image_size.height;
  3371. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3372. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3373. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3374. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3375. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3376. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3377. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3378. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3379. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3380. 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;
  3381. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3382. Vector<RID> fb_tex;
  3383. fb_tex.push_back(albedo_alpha_tex);
  3384. fb_tex.push_back(normal_tex);
  3385. fb_tex.push_back(orm_tex);
  3386. fb_tex.push_back(emission_tex);
  3387. fb_tex.push_back(depth_write_tex);
  3388. fb_tex.push_back(depth_tex);
  3389. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  3390. //RID sampled_light;
  3391. RenderGeometryInstance *gi = geometry_instance_create(p_base);
  3392. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  3393. Vector<RID> materials;
  3394. materials.resize(sc);
  3395. for (uint32_t i = 0; i < sc; i++) {
  3396. if (i < (uint32_t)p_material_overrides.size()) {
  3397. materials.write[i] = p_material_overrides[i];
  3398. }
  3399. }
  3400. gi->set_surface_materials(materials);
  3401. if (cull_argument.size() == 0) {
  3402. cull_argument.push_back(nullptr);
  3403. }
  3404. cull_argument[0] = gi;
  3405. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  3406. geometry_instance_free(gi);
  3407. TypedArray<Image> ret;
  3408. {
  3409. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  3410. Ref<Image> img;
  3411. img.instantiate();
  3412. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3413. RD::get_singleton()->free(albedo_alpha_tex);
  3414. ret.push_back(img);
  3415. }
  3416. {
  3417. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  3418. Ref<Image> img;
  3419. img.instantiate();
  3420. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3421. RD::get_singleton()->free(normal_tex);
  3422. ret.push_back(img);
  3423. }
  3424. {
  3425. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  3426. Ref<Image> img;
  3427. img.instantiate();
  3428. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3429. RD::get_singleton()->free(orm_tex);
  3430. ret.push_back(img);
  3431. }
  3432. {
  3433. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  3434. Ref<Image> img;
  3435. img.instantiate();
  3436. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  3437. RD::get_singleton()->free(emission_tex);
  3438. ret.push_back(img);
  3439. }
  3440. RD::get_singleton()->free(depth_write_tex);
  3441. RD::get_singleton()->free(depth_tex);
  3442. return ret;
  3443. }
  3444. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  3445. gi.sdfgi_debug_probe_pos = p_position;
  3446. gi.sdfgi_debug_probe_dir = p_dir;
  3447. }
  3448. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  3449. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  3450. return cluster.reflection_buffer;
  3451. }
  3452. RID RendererSceneRenderRD::get_omni_light_buffer() {
  3453. return cluster.omni_light_buffer;
  3454. }
  3455. RID RendererSceneRenderRD::get_spot_light_buffer() {
  3456. return cluster.spot_light_buffer;
  3457. }
  3458. RID RendererSceneRenderRD::get_directional_light_buffer() {
  3459. return cluster.directional_light_buffer;
  3460. }
  3461. RID RendererSceneRenderRD::get_decal_buffer() {
  3462. return cluster.decal_buffer;
  3463. }
  3464. int RendererSceneRenderRD::get_max_directional_lights() const {
  3465. return cluster.max_directional_lights;
  3466. }
  3467. bool RendererSceneRenderRD::is_vrs_supported() const {
  3468. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  3469. }
  3470. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  3471. // usable by default (unless low end = true)
  3472. return true;
  3473. }
  3474. bool RendererSceneRenderRD::is_clustered_enabled() const {
  3475. // used by default.
  3476. return true;
  3477. }
  3478. bool RendererSceneRenderRD::is_volumetric_supported() const {
  3479. // usable by default (unless low end = true)
  3480. return true;
  3481. }
  3482. uint32_t RendererSceneRenderRD::get_max_elements() const {
  3483. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  3484. }
  3485. RendererSceneRenderRD::RendererSceneRenderRD() {
  3486. singleton = this;
  3487. }
  3488. void RendererSceneRenderRD::init() {
  3489. max_cluster_elements = get_max_elements();
  3490. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  3491. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  3492. /* SKY SHADER */
  3493. sky.init();
  3494. /* GI */
  3495. if (is_dynamic_gi_supported()) {
  3496. gi.init(&sky);
  3497. }
  3498. { //decals
  3499. cluster.max_decals = max_cluster_elements;
  3500. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  3501. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  3502. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  3503. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  3504. }
  3505. { //reflections
  3506. cluster.max_reflections = max_cluster_elements;
  3507. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  3508. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  3509. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  3510. }
  3511. { //lights
  3512. cluster.max_lights = max_cluster_elements;
  3513. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  3514. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3515. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3516. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3517. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3518. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3519. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3520. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  3521. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  3522. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  3523. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  3524. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  3525. }
  3526. if (is_volumetric_supported()) {
  3527. RendererRD::Fog::get_singleton()->init_fog_shader(cluster.max_directional_lights, get_roughness_layers(), is_using_radiance_cubemap_array());
  3528. }
  3529. {
  3530. RD::SamplerState sampler;
  3531. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  3532. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  3533. sampler.enable_compare = true;
  3534. sampler.compare_op = RD::COMPARE_OP_LESS;
  3535. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  3536. }
  3537. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  3538. camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
  3539. 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"));
  3540. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  3541. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  3542. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  3543. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  3544. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  3545. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  3546. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  3547. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  3548. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  3549. 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"));
  3550. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  3551. directional_soft_shadow_kernel = memnew_arr(float, 128);
  3552. penumbra_shadow_kernel = memnew_arr(float, 128);
  3553. soft_shadow_kernel = memnew_arr(float, 128);
  3554. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality"))));
  3555. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality"))));
  3556. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  3557. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  3558. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  3559. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  3560. cull_argument.set_page_pool(&cull_argument_pool);
  3561. bool can_use_storage = _render_buffers_can_be_storage();
  3562. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  3563. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  3564. tone_mapper = memnew(RendererRD::ToneMapper);
  3565. vrs = memnew(RendererRD::VRS);
  3566. if (can_use_storage) {
  3567. ss_effects = memnew(RendererRD::SSEffects);
  3568. }
  3569. }
  3570. RendererSceneRenderRD::~RendererSceneRenderRD() {
  3571. if (bokeh_dof) {
  3572. memdelete(bokeh_dof);
  3573. }
  3574. if (copy_effects) {
  3575. memdelete(copy_effects);
  3576. }
  3577. if (tone_mapper) {
  3578. memdelete(tone_mapper);
  3579. }
  3580. if (vrs) {
  3581. memdelete(vrs);
  3582. }
  3583. if (ss_effects) {
  3584. memdelete(ss_effects);
  3585. }
  3586. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  3587. RD::get_singleton()->free(E.value.cubemap);
  3588. }
  3589. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  3590. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  3591. }
  3592. if (is_dynamic_gi_supported()) {
  3593. gi.free();
  3594. }
  3595. if (is_volumetric_supported()) {
  3596. RendererRD::Fog::get_singleton()->free_fog_shader();
  3597. }
  3598. memdelete_arr(directional_penumbra_shadow_kernel);
  3599. memdelete_arr(directional_soft_shadow_kernel);
  3600. memdelete_arr(penumbra_shadow_kernel);
  3601. memdelete_arr(soft_shadow_kernel);
  3602. {
  3603. RD::get_singleton()->free(cluster.directional_light_buffer);
  3604. RD::get_singleton()->free(cluster.omni_light_buffer);
  3605. RD::get_singleton()->free(cluster.spot_light_buffer);
  3606. RD::get_singleton()->free(cluster.reflection_buffer);
  3607. RD::get_singleton()->free(cluster.decal_buffer);
  3608. memdelete_arr(cluster.directional_lights);
  3609. memdelete_arr(cluster.omni_lights);
  3610. memdelete_arr(cluster.spot_lights);
  3611. memdelete_arr(cluster.omni_light_sort);
  3612. memdelete_arr(cluster.spot_light_sort);
  3613. memdelete_arr(cluster.reflections);
  3614. memdelete_arr(cluster.reflection_sort);
  3615. memdelete_arr(cluster.decals);
  3616. memdelete_arr(cluster.decal_sort);
  3617. }
  3618. RD::get_singleton()->free(shadow_sampler);
  3619. directional_shadow_atlas_set_size(0);
  3620. cull_argument.reset(); //avoid exit error
  3621. }