renderer_scene_render_rd.cpp 185 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/rendering_server_default.h"
  35. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  36. const float golden_angle = 2.4;
  37. for (int i = 0; i < p_sample_count; i++) {
  38. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  39. float theta = float(i) * golden_angle;
  40. r_kernel[i * 4] = Math::cos(theta) * r;
  41. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  42. }
  43. }
  44. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  45. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  46. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  47. bool needs_sdfgi = env && env->sdfgi_enabled;
  48. if (!needs_sdfgi) {
  49. if (rb->sdfgi != nullptr) {
  50. //erase it
  51. rb->sdfgi->erase();
  52. memdelete(rb->sdfgi);
  53. rb->sdfgi = nullptr;
  54. }
  55. return;
  56. }
  57. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  58. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  59. if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  60. //configuration changed, erase
  61. rb->sdfgi->erase();
  62. memdelete(rb->sdfgi);
  63. rb->sdfgi = nullptr;
  64. }
  65. RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
  66. if (sdfgi == nullptr) {
  67. // re-create
  68. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  69. } else {
  70. //check for updates
  71. rb->sdfgi->update(env, p_world_position);
  72. }
  73. }
  74. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  75. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  76. ERR_FAIL_COND_V(rb == nullptr, 0);
  77. if (rb->sdfgi == nullptr) {
  78. return 0;
  79. }
  80. int dirty_count = 0;
  81. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  82. const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  83. if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
  84. dirty_count++;
  85. } else {
  86. for (int j = 0; j < 3; j++) {
  87. if (c.dirty_regions[j] != 0) {
  88. dirty_count++;
  89. }
  90. }
  91. }
  92. }
  93. return dirty_count;
  94. }
  95. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  96. AABB bounds;
  97. Vector3i from;
  98. Vector3i size;
  99. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  100. ERR_FAIL_COND_V(rb == nullptr, AABB());
  101. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  102. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  103. ERR_FAIL_COND_V(c == -1, AABB());
  104. return bounds;
  105. }
  106. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  107. AABB bounds;
  108. Vector3i from;
  109. Vector3i size;
  110. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  111. ERR_FAIL_COND_V(rb == nullptr, -1);
  112. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  113. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  114. }
  115. RID RendererSceneRenderRD::sky_allocate() {
  116. return sky.allocate_sky_rid();
  117. }
  118. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  119. sky.initialize_sky_rid(p_rid);
  120. }
  121. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  122. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  123. }
  124. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  125. sky.sky_set_mode(p_sky, p_mode);
  126. }
  127. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  128. sky.sky_set_material(p_sky, p_material);
  129. }
  130. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  131. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  132. }
  133. RID RendererSceneRenderRD::environment_allocate() {
  134. return environment_owner.allocate_rid();
  135. }
  136. void RendererSceneRenderRD::environment_initialize(RID p_rid) {
  137. environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
  138. }
  139. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  140. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  141. ERR_FAIL_COND(!env);
  142. env->background = p_bg;
  143. }
  144. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  145. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  146. ERR_FAIL_COND(!env);
  147. env->sky = p_sky;
  148. }
  149. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  150. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  151. ERR_FAIL_COND(!env);
  152. env->sky_custom_fov = p_scale;
  153. }
  154. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  155. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  156. ERR_FAIL_COND(!env);
  157. env->sky_orientation = p_orientation;
  158. }
  159. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  160. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  161. ERR_FAIL_COND(!env);
  162. env->bg_color = p_color;
  163. }
  164. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  165. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  166. ERR_FAIL_COND(!env);
  167. env->bg_energy = p_energy;
  168. }
  169. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  170. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  171. ERR_FAIL_COND(!env);
  172. env->canvas_max_layer = p_max_layer;
  173. }
  174. void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
  175. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  176. ERR_FAIL_COND(!env);
  177. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source, p_ao_color);
  178. }
  179. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  180. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  181. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  182. return env->background;
  183. }
  184. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  185. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  186. ERR_FAIL_COND_V(!env, RID());
  187. return env->sky;
  188. }
  189. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  190. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  191. ERR_FAIL_COND_V(!env, 0);
  192. return env->sky_custom_fov;
  193. }
  194. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  195. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  196. ERR_FAIL_COND_V(!env, Basis());
  197. return env->sky_orientation;
  198. }
  199. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  200. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  201. ERR_FAIL_COND_V(!env, Color());
  202. return env->bg_color;
  203. }
  204. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  205. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  206. ERR_FAIL_COND_V(!env, 0);
  207. return env->bg_energy;
  208. }
  209. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  210. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  211. ERR_FAIL_COND_V(!env, 0);
  212. return env->canvas_max_layer;
  213. }
  214. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  215. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  216. ERR_FAIL_COND_V(!env, Color());
  217. return env->ambient_light;
  218. }
  219. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  220. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  221. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  222. return env->ambient_source;
  223. }
  224. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  225. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  226. ERR_FAIL_COND_V(!env, 0);
  227. return env->ambient_light_energy;
  228. }
  229. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  230. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  231. ERR_FAIL_COND_V(!env, 0);
  232. return env->ambient_sky_contribution;
  233. }
  234. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  235. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  236. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  237. return env->reflection_source;
  238. }
  239. Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
  240. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  241. ERR_FAIL_COND_V(!env, Color());
  242. return env->ao_color;
  243. }
  244. void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
  245. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  246. ERR_FAIL_COND(!env);
  247. env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
  248. }
  249. void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
  250. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  251. ERR_FAIL_COND(!env);
  252. env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap);
  253. }
  254. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  255. glow_bicubic_upscale = p_enable;
  256. }
  257. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  258. glow_high_quality = p_enable;
  259. }
  260. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  261. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  262. ERR_FAIL_COND(!env);
  263. if (!is_dynamic_gi_supported()) {
  264. return;
  265. }
  266. env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
  267. }
  268. void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
  269. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  270. ERR_FAIL_COND(!env);
  271. env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective);
  272. }
  273. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  274. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  275. ERR_FAIL_COND_V(!env, false);
  276. return env->fog_enabled;
  277. }
  278. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  279. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  280. ERR_FAIL_COND_V(!env, Color());
  281. return env->fog_light_color;
  282. }
  283. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  284. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  285. ERR_FAIL_COND_V(!env, 0);
  286. return env->fog_light_energy;
  287. }
  288. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  289. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  290. ERR_FAIL_COND_V(!env, 0);
  291. return env->fog_sun_scatter;
  292. }
  293. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  294. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  295. ERR_FAIL_COND_V(!env, 0);
  296. return env->fog_density;
  297. }
  298. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  299. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  300. ERR_FAIL_COND_V(!env, 0);
  301. return env->fog_height;
  302. }
  303. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  304. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  305. ERR_FAIL_COND_V(!env, 0);
  306. return env->fog_height_density;
  307. }
  308. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  309. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  310. ERR_FAIL_COND_V(!env, 0);
  311. return env->fog_aerial_perspective;
  312. }
  313. void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
  314. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  315. ERR_FAIL_COND(!env);
  316. if (!is_volumetric_supported()) {
  317. return;
  318. }
  319. env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
  320. }
  321. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  322. volumetric_fog_size = p_size;
  323. volumetric_fog_depth = p_depth;
  324. }
  325. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  326. volumetric_fog_filter_active = p_enable;
  327. }
  328. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  329. gi.sdfgi_ray_count = p_ray_count;
  330. }
  331. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  332. gi.sdfgi_frames_to_converge = p_frames;
  333. }
  334. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  335. gi.sdfgi_frames_to_update_light = p_update;
  336. }
  337. void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
  338. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  339. ERR_FAIL_COND(!env);
  340. env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
  341. }
  342. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  343. ssr_roughness_quality = p_quality;
  344. }
  345. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  346. return ssr_roughness_quality;
  347. }
  348. void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
  349. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  350. ERR_FAIL_COND(!env);
  351. env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
  352. }
  353. void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  354. ssao_quality = p_quality;
  355. ssao_half_size = p_half_size;
  356. ssao_adaptive_target = p_adaptive_target;
  357. ssao_blur_passes = p_blur_passes;
  358. ssao_fadeout_from = p_fadeout_from;
  359. ssao_fadeout_to = p_fadeout_to;
  360. }
  361. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  362. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  363. ERR_FAIL_COND_V(!env, false);
  364. return env->ssao_enabled;
  365. }
  366. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  367. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  368. ERR_FAIL_COND_V(!env, 0.0);
  369. return env->ssao_ao_channel_affect;
  370. }
  371. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  372. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  373. ERR_FAIL_COND_V(!env, 0.0);
  374. return env->ssao_direct_light_affect;
  375. }
  376. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  377. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  378. ERR_FAIL_COND_V(!env, false);
  379. return env->ssr_enabled;
  380. }
  381. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  382. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  383. ERR_FAIL_COND_V(!env, false);
  384. return env->sdfgi_enabled;
  385. }
  386. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  387. return environment_owner.owns(p_env);
  388. }
  389. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  390. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  391. ERR_FAIL_COND_V(!env, Ref<Image>());
  392. if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
  393. return Ref<Image>(); //nothing to bake
  394. }
  395. if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
  396. Color color;
  397. if (env->background == RS::ENV_BG_CLEAR_COLOR) {
  398. color = storage->get_default_clear_color();
  399. } else {
  400. color = env->bg_color;
  401. }
  402. color.r *= env->bg_energy;
  403. color.g *= env->bg_energy;
  404. color.b *= env->bg_energy;
  405. Ref<Image> ret;
  406. ret.instantiate();
  407. ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  408. for (int i = 0; i < p_size.width; i++) {
  409. for (int j = 0; j < p_size.height; j++) {
  410. ret->set_pixel(i, j, color);
  411. }
  412. }
  413. return ret;
  414. }
  415. if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
  416. return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  417. }
  418. return Ref<Image>();
  419. }
  420. ////////////////////////////////////////////////////////////
  421. RID RendererSceneRenderRD::reflection_atlas_create() {
  422. ReflectionAtlas ra;
  423. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  424. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  425. if (is_clustered_enabled()) {
  426. ra.cluster_builder = memnew(ClusterBuilderRD);
  427. ra.cluster_builder->set_shared(&cluster_builder_shared);
  428. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  429. } else {
  430. ra.cluster_builder = nullptr;
  431. }
  432. return reflection_atlas_owner.make_rid(ra);
  433. }
  434. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  435. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  436. ERR_FAIL_COND(!ra);
  437. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  438. return; //no changes
  439. }
  440. if (ra->cluster_builder) {
  441. // only if we're using our cluster
  442. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  443. }
  444. ra->size = p_reflection_size;
  445. ra->count = p_reflection_count;
  446. if (ra->reflection.is_valid()) {
  447. //clear and invalidate everything
  448. RD::get_singleton()->free(ra->reflection);
  449. ra->reflection = RID();
  450. RD::get_singleton()->free(ra->depth_buffer);
  451. ra->depth_buffer = RID();
  452. for (int i = 0; i < ra->reflections.size(); i++) {
  453. ra->reflections.write[i].data.clear_reflection_data();
  454. if (ra->reflections[i].owner.is_null()) {
  455. continue;
  456. }
  457. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  458. //rp->atlasindex clear
  459. }
  460. ra->reflections.clear();
  461. }
  462. }
  463. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  464. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  465. ERR_FAIL_COND_V(!ra, 0);
  466. return ra->size;
  467. }
  468. ////////////////////////
  469. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  470. ReflectionProbeInstance rpi;
  471. rpi.probe = p_probe;
  472. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  473. return reflection_probe_instance_owner.make_rid(rpi);
  474. }
  475. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  476. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  477. ERR_FAIL_COND(!rpi);
  478. rpi->transform = p_transform;
  479. rpi->dirty = true;
  480. }
  481. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  482. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  483. ERR_FAIL_COND(!rpi);
  484. if (rpi->atlas.is_null()) {
  485. return; //nothing to release
  486. }
  487. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  488. ERR_FAIL_COND(!atlas);
  489. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  490. atlas->reflections.write[rpi->atlas_index].owner = RID();
  491. rpi->atlas_index = -1;
  492. rpi->atlas = RID();
  493. }
  494. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  495. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  496. ERR_FAIL_COND_V(!rpi, false);
  497. if (rpi->rendering) {
  498. return false;
  499. }
  500. if (rpi->dirty) {
  501. return true;
  502. }
  503. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  504. return true;
  505. }
  506. return rpi->atlas_index == -1;
  507. }
  508. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  509. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  510. ERR_FAIL_COND_V(!rpi, false);
  511. return rpi->atlas.is_valid();
  512. }
  513. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  514. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
  515. ERR_FAIL_COND_V(!atlas, false);
  516. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  517. ERR_FAIL_COND_V(!rpi, false);
  518. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  519. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  520. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  521. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  522. }
  523. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
  524. // Invalidate reflection atlas, need to regenerate
  525. RD::get_singleton()->free(atlas->reflection);
  526. atlas->reflection = RID();
  527. for (int i = 0; i < atlas->reflections.size(); i++) {
  528. if (atlas->reflections[i].owner.is_null()) {
  529. continue;
  530. }
  531. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  532. }
  533. atlas->reflections.clear();
  534. }
  535. if (atlas->reflection.is_null()) {
  536. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  537. mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  538. {
  539. //reflection atlas was unused, create:
  540. RD::TextureFormat tf;
  541. tf.array_layers = 6 * atlas->count;
  542. tf.format = _render_buffers_get_color_format();
  543. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  544. tf.mipmaps = mipmaps;
  545. tf.width = atlas->size;
  546. tf.height = atlas->size;
  547. 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);
  548. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  549. }
  550. {
  551. RD::TextureFormat tf;
  552. 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;
  553. tf.width = atlas->size;
  554. tf.height = atlas->size;
  555. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  556. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  557. }
  558. atlas->reflections.resize(atlas->count);
  559. for (int i = 0; i < atlas->count; i++) {
  560. atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
  561. for (int j = 0; j < 6; j++) {
  562. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  563. }
  564. }
  565. Vector<RID> fb;
  566. fb.push_back(atlas->depth_buffer);
  567. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  568. }
  569. if (rpi->atlas_index == -1) {
  570. for (int i = 0; i < atlas->reflections.size(); i++) {
  571. if (atlas->reflections[i].owner.is_null()) {
  572. rpi->atlas_index = i;
  573. break;
  574. }
  575. }
  576. //find the one used last
  577. if (rpi->atlas_index == -1) {
  578. //everything is in use, find the one least used via LRU
  579. uint64_t pass_min = 0;
  580. for (int i = 0; i < atlas->reflections.size(); i++) {
  581. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner);
  582. if (rpi2->last_pass < pass_min) {
  583. pass_min = rpi2->last_pass;
  584. rpi->atlas_index = i;
  585. }
  586. }
  587. }
  588. }
  589. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  590. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  591. }
  592. rpi->atlas = p_reflection_atlas;
  593. rpi->rendering = true;
  594. rpi->dirty = false;
  595. rpi->processing_layer = 1;
  596. rpi->processing_side = 0;
  597. RD::get_singleton()->draw_command_end_label();
  598. return true;
  599. }
  600. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  601. Vector<RID> fb;
  602. fb.push_back(p_color);
  603. fb.push_back(p_depth);
  604. return RD::get_singleton()->framebuffer_create(fb);
  605. }
  606. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  607. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  608. ERR_FAIL_COND_V(!rpi, false);
  609. ERR_FAIL_COND_V(!rpi->rendering, false);
  610. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  611. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  612. if (!atlas || rpi->atlas_index == -1) {
  613. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  614. rpi->rendering = false;
  615. return false;
  616. }
  617. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  618. // Using real time reflections, all roughness is done in one step
  619. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
  620. rpi->rendering = false;
  621. rpi->processing_side = 0;
  622. rpi->processing_layer = 1;
  623. return true;
  624. }
  625. if (rpi->processing_layer > 1) {
  626. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  627. rpi->processing_layer++;
  628. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  629. rpi->rendering = false;
  630. rpi->processing_side = 0;
  631. rpi->processing_layer = 1;
  632. return true;
  633. }
  634. return false;
  635. } else {
  636. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  637. }
  638. rpi->processing_side++;
  639. if (rpi->processing_side == 6) {
  640. rpi->processing_side = 0;
  641. rpi->processing_layer++;
  642. }
  643. return false;
  644. }
  645. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  646. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  647. ERR_FAIL_COND_V(!rpi, 0);
  648. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  649. ERR_FAIL_COND_V(!atlas, 0);
  650. return atlas->size;
  651. }
  652. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  653. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  654. ERR_FAIL_COND_V(!rpi, RID());
  655. ERR_FAIL_INDEX_V(p_index, 6, RID());
  656. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  657. ERR_FAIL_COND_V(!atlas, RID());
  658. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  659. }
  660. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  661. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  662. ERR_FAIL_COND_V(!rpi, RID());
  663. ERR_FAIL_INDEX_V(p_index, 6, RID());
  664. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  665. ERR_FAIL_COND_V(!atlas, RID());
  666. return atlas->depth_fb;
  667. }
  668. ///////////////////////////////////////////////////////////
  669. RID RendererSceneRenderRD::shadow_atlas_create() {
  670. return shadow_atlas_owner.make_rid(ShadowAtlas());
  671. }
  672. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  673. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  674. RD::TextureFormat tf;
  675. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  676. tf.width = shadow_atlas->size;
  677. tf.height = shadow_atlas->size;
  678. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  679. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  680. Vector<RID> fb_tex;
  681. fb_tex.push_back(shadow_atlas->depth);
  682. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  683. }
  684. }
  685. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  686. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  687. ERR_FAIL_COND(!shadow_atlas);
  688. ERR_FAIL_COND(p_size < 0);
  689. p_size = next_power_of_2(p_size);
  690. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  691. return;
  692. }
  693. // erasing atlas
  694. if (shadow_atlas->depth.is_valid()) {
  695. RD::get_singleton()->free(shadow_atlas->depth);
  696. shadow_atlas->depth = RID();
  697. }
  698. for (int i = 0; i < 4; i++) {
  699. //clear subdivisions
  700. shadow_atlas->quadrants[i].shadows.resize(0);
  701. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  702. }
  703. //erase shadow atlas reference from lights
  704. for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
  705. LightInstance *li = light_instance_owner.getornull(E->key());
  706. ERR_CONTINUE(!li);
  707. li->shadow_atlases.erase(p_atlas);
  708. }
  709. //clear owners
  710. shadow_atlas->shadow_owners.clear();
  711. shadow_atlas->size = p_size;
  712. shadow_atlas->use_16_bits = p_16_bits;
  713. }
  714. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  715. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  716. ERR_FAIL_COND(!shadow_atlas);
  717. ERR_FAIL_INDEX(p_quadrant, 4);
  718. ERR_FAIL_INDEX(p_subdivision, 16384);
  719. uint32_t subdiv = next_power_of_2(p_subdivision);
  720. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  721. subdiv <<= 1;
  722. }
  723. subdiv = int(Math::sqrt((float)subdiv));
  724. //obtain the number that will be x*x
  725. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  726. return;
  727. }
  728. //erase all data from quadrant
  729. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  730. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  731. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  732. LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  733. ERR_CONTINUE(!li);
  734. li->shadow_atlases.erase(p_atlas);
  735. }
  736. }
  737. shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
  738. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  739. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  740. //cache the smallest subdiv (for faster allocation in light update)
  741. shadow_atlas->smallest_subdiv = 1 << 30;
  742. for (int i = 0; i < 4; i++) {
  743. if (shadow_atlas->quadrants[i].subdivision) {
  744. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  745. }
  746. }
  747. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  748. shadow_atlas->smallest_subdiv = 0;
  749. }
  750. //resort the size orders, simple bublesort for 4 elements..
  751. int swaps = 0;
  752. do {
  753. swaps = 0;
  754. for (int i = 0; i < 3; i++) {
  755. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  756. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  757. swaps++;
  758. }
  759. }
  760. } while (swaps > 0);
  761. }
  762. 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) {
  763. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  764. int qidx = p_in_quadrants[i];
  765. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  766. return false;
  767. }
  768. //look for an empty space
  769. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  770. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  771. int found_free_idx = -1; //found a free one
  772. int found_used_idx = -1; //found existing one, must steal it
  773. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  774. for (int j = 0; j < sc; j++) {
  775. if (!sarr[j].owner.is_valid()) {
  776. found_free_idx = j;
  777. break;
  778. }
  779. LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
  780. ERR_CONTINUE(!sli);
  781. if (sli->last_scene_pass != scene_pass) {
  782. //was just allocated, don't kill it so soon, wait a bit..
  783. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  784. continue;
  785. }
  786. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  787. found_used_idx = j;
  788. min_pass = sli->last_scene_pass;
  789. }
  790. }
  791. }
  792. if (found_free_idx == -1 && found_used_idx == -1) {
  793. continue; //nothing found
  794. }
  795. if (found_free_idx == -1 && found_used_idx != -1) {
  796. found_free_idx = found_used_idx;
  797. }
  798. r_quadrant = qidx;
  799. r_shadow = found_free_idx;
  800. return true;
  801. }
  802. return false;
  803. }
  804. 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) {
  805. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  806. int qidx = p_in_quadrants[i];
  807. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  808. return false;
  809. }
  810. //look for an empty space
  811. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  812. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  813. int found_idx = -1;
  814. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  815. for (int j = 0; j < sc - 1; j++) {
  816. uint64_t pass = 0;
  817. if (sarr[j].owner.is_valid()) {
  818. LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
  819. ERR_CONTINUE(!sli);
  820. if (sli->last_scene_pass == scene_pass) {
  821. continue;
  822. }
  823. //was just allocated, don't kill it so soon, wait a bit..
  824. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  825. continue;
  826. }
  827. pass += sli->last_scene_pass;
  828. }
  829. if (sarr[j + 1].owner.is_valid()) {
  830. LightInstance *sli = light_instance_owner.getornull(sarr[j + 1].owner);
  831. ERR_CONTINUE(!sli);
  832. if (sli->last_scene_pass == scene_pass) {
  833. continue;
  834. }
  835. //was just allocated, don't kill it so soon, wait a bit..
  836. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  837. continue;
  838. }
  839. pass += sli->last_scene_pass;
  840. }
  841. if (found_idx == -1 || pass < min_pass) {
  842. found_idx = j;
  843. min_pass = pass;
  844. // we found two empty spots, no need to check the rest
  845. if (pass == 0) {
  846. break;
  847. }
  848. }
  849. }
  850. if (found_idx == -1) {
  851. continue; //nothing found
  852. }
  853. r_quadrant = qidx;
  854. r_shadow = found_idx;
  855. return true;
  856. }
  857. return false;
  858. }
  859. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
  860. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  861. ERR_FAIL_COND_V(!shadow_atlas, false);
  862. LightInstance *li = light_instance_owner.getornull(p_light_intance);
  863. ERR_FAIL_COND_V(!li, false);
  864. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  865. return false;
  866. }
  867. uint32_t quad_size = shadow_atlas->size >> 1;
  868. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  869. int valid_quadrants[4];
  870. int valid_quadrant_count = 0;
  871. int best_size = -1; //best size found
  872. int best_subdiv = -1; //subdiv for the best size
  873. //find the quadrants this fits into, and the best possible size it can fit into
  874. for (int i = 0; i < 4; i++) {
  875. int q = shadow_atlas->size_order[i];
  876. int sd = shadow_atlas->quadrants[q].subdivision;
  877. if (sd == 0) {
  878. continue; //unused
  879. }
  880. int max_fit = quad_size / sd;
  881. if (best_size != -1 && max_fit > best_size) {
  882. break; //too large
  883. }
  884. valid_quadrants[valid_quadrant_count++] = q;
  885. best_subdiv = sd;
  886. if (max_fit >= desired_fit) {
  887. best_size = max_fit;
  888. }
  889. }
  890. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  891. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  892. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  893. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  894. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  895. int old_subdivision = -1;
  896. bool should_realloc = false;
  897. bool should_redraw = false;
  898. if (shadow_atlas->shadow_owners.has(p_light_intance)) {
  899. old_key = shadow_atlas->shadow_owners[p_light_intance];
  900. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  901. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  902. 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);
  903. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  904. if (!should_realloc) {
  905. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  906. //already existing, see if it should redraw or it's just OK
  907. return should_redraw;
  908. }
  909. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  910. }
  911. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  912. bool found_shadow = false;
  913. int new_quadrant = -1;
  914. int new_shadow = -1;
  915. if (is_omni) {
  916. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  917. } else {
  918. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  919. }
  920. if (found_shadow) {
  921. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  922. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  923. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  924. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  925. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  926. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  927. }
  928. }
  929. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  930. new_key |= new_shadow;
  931. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  932. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  933. sh->owner = p_light_intance;
  934. sh->alloc_tick = tick;
  935. sh->version = p_light_version;
  936. if (is_omni) {
  937. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  938. int new_omni_shadow = new_shadow + 1;
  939. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  940. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  941. extra_sh->owner = p_light_intance;
  942. extra_sh->alloc_tick = tick;
  943. extra_sh->version = p_light_version;
  944. }
  945. li->shadow_atlases.insert(p_atlas);
  946. //update it in map
  947. shadow_atlas->shadow_owners[p_light_intance] = new_key;
  948. //make it dirty, as it should redraw anyway
  949. return true;
  950. }
  951. return should_redraw;
  952. }
  953. 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) {
  954. if (p_shadow->owner.is_valid()) {
  955. LightInstance *sli = light_instance_owner.getornull(p_shadow->owner);
  956. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  957. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  958. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  959. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  960. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  961. omni_shadow->version = 0;
  962. omni_shadow->owner = RID();
  963. }
  964. p_shadow->version = 0;
  965. p_shadow->owner = RID();
  966. sli->shadow_atlases.erase(p_atlas);
  967. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  968. }
  969. }
  970. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  971. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  972. RD::TextureFormat tf;
  973. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  974. tf.width = directional_shadow.size;
  975. tf.height = directional_shadow.size;
  976. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  977. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  978. Vector<RID> fb_tex;
  979. fb_tex.push_back(directional_shadow.depth);
  980. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  981. }
  982. }
  983. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  984. p_size = nearest_power_of_2_templated(p_size);
  985. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  986. return;
  987. }
  988. directional_shadow.size = p_size;
  989. directional_shadow.use_16_bits = p_16_bits;
  990. if (directional_shadow.depth.is_valid()) {
  991. RD::get_singleton()->free(directional_shadow.depth);
  992. directional_shadow.depth = RID();
  993. _base_uniforms_changed();
  994. }
  995. }
  996. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  997. directional_shadow.light_count = p_count;
  998. directional_shadow.current_light = 0;
  999. }
  1000. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  1001. int split_h = 1;
  1002. int split_v = 1;
  1003. while (split_h * split_v < p_shadow_count) {
  1004. if (split_h == split_v) {
  1005. split_h <<= 1;
  1006. } else {
  1007. split_v <<= 1;
  1008. }
  1009. }
  1010. Rect2i rect(0, 0, p_size, p_size);
  1011. rect.size.width /= split_h;
  1012. rect.size.height /= split_v;
  1013. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  1014. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  1015. return rect;
  1016. }
  1017. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  1018. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  1019. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  1020. LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
  1021. ERR_FAIL_COND_V(!light_instance, 0);
  1022. switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
  1023. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1024. break; //none
  1025. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1026. r.size.height /= 2;
  1027. break;
  1028. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1029. r.size /= 2;
  1030. break;
  1031. }
  1032. return MAX(r.size.width, r.size.height);
  1033. }
  1034. //////////////////////////////////////////////////
  1035. RID RendererSceneRenderRD::camera_effects_allocate() {
  1036. return camera_effects_owner.allocate_rid();
  1037. }
  1038. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  1039. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  1040. }
  1041. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  1042. dof_blur_quality = p_quality;
  1043. dof_blur_use_jitter = p_use_jitter;
  1044. }
  1045. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  1046. dof_blur_bokeh_shape = p_shape;
  1047. }
  1048. 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) {
  1049. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  1050. ERR_FAIL_COND(!camfx);
  1051. camfx->dof_blur_far_enabled = p_far_enable;
  1052. camfx->dof_blur_far_distance = p_far_distance;
  1053. camfx->dof_blur_far_transition = p_far_transition;
  1054. camfx->dof_blur_near_enabled = p_near_enable;
  1055. camfx->dof_blur_near_distance = p_near_distance;
  1056. camfx->dof_blur_near_transition = p_near_transition;
  1057. camfx->dof_blur_amount = p_amount;
  1058. }
  1059. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  1060. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  1061. ERR_FAIL_COND(!camfx);
  1062. camfx->override_exposure_enabled = p_enable;
  1063. camfx->override_exposure = p_exposure;
  1064. }
  1065. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  1066. RID li = light_instance_owner.make_rid(LightInstance());
  1067. LightInstance *light_instance = light_instance_owner.getornull(li);
  1068. light_instance->self = li;
  1069. light_instance->light = p_light;
  1070. light_instance->light_type = storage->light_get_type(p_light);
  1071. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1072. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1073. }
  1074. return li;
  1075. }
  1076. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1077. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1078. ERR_FAIL_COND(!light_instance);
  1079. light_instance->transform = p_transform;
  1080. }
  1081. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1082. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1083. ERR_FAIL_COND(!light_instance);
  1084. light_instance->aabb = p_aabb;
  1085. }
  1086. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
  1087. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1088. ERR_FAIL_COND(!light_instance);
  1089. ERR_FAIL_INDEX(p_pass, 6);
  1090. light_instance->shadow_transform[p_pass].camera = p_projection;
  1091. light_instance->shadow_transform[p_pass].transform = p_transform;
  1092. light_instance->shadow_transform[p_pass].farplane = p_far;
  1093. light_instance->shadow_transform[p_pass].split = p_split;
  1094. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1095. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1096. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1097. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1098. }
  1099. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1100. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1101. ERR_FAIL_COND(!light_instance);
  1102. light_instance->last_scene_pass = scene_pass;
  1103. }
  1104. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1105. if (!shadow_cubemaps.has(p_size)) {
  1106. ShadowCubemap sc;
  1107. {
  1108. RD::TextureFormat tf;
  1109. 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;
  1110. tf.width = p_size;
  1111. tf.height = p_size;
  1112. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1113. tf.array_layers = 6;
  1114. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1115. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1116. }
  1117. for (int i = 0; i < 6; i++) {
  1118. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1119. Vector<RID> fbtex;
  1120. fbtex.push_back(side_texture);
  1121. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1122. }
  1123. shadow_cubemaps[p_size] = sc;
  1124. }
  1125. return &shadow_cubemaps[p_size];
  1126. }
  1127. //////////////////////////
  1128. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1129. DecalInstance di;
  1130. di.decal = p_decal;
  1131. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1132. return decal_instance_owner.make_rid(di);
  1133. }
  1134. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1135. DecalInstance *di = decal_instance_owner.getornull(p_decal);
  1136. ERR_FAIL_COND(!di);
  1137. di->transform = p_transform;
  1138. }
  1139. /////////////////////////////////
  1140. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1141. LightmapInstance li;
  1142. li.lightmap = p_lightmap;
  1143. return lightmap_instance_owner.make_rid(li);
  1144. }
  1145. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1146. LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
  1147. ERR_FAIL_COND(!li);
  1148. li->transform = p_transform;
  1149. }
  1150. /////////////////////////////////
  1151. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1152. return gi.voxel_gi_instance_create(p_base);
  1153. }
  1154. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1155. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1156. }
  1157. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1158. if (!is_dynamic_gi_supported()) {
  1159. return false;
  1160. }
  1161. return gi.voxel_gi_needs_update(p_probe);
  1162. }
  1163. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
  1164. if (!is_dynamic_gi_supported()) {
  1165. return;
  1166. }
  1167. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1168. }
  1169. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  1170. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1171. ERR_FAIL_COND(!rb);
  1172. if (!rb->sdfgi) {
  1173. return; //nothing to debug
  1174. }
  1175. rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
  1176. }
  1177. ////////////////////////////////
  1178. RID RendererSceneRenderRD::render_buffers_create() {
  1179. RenderBuffers rb;
  1180. rb.data = _create_render_buffer_data();
  1181. return render_buffers_owner.make_rid(rb);
  1182. }
  1183. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1184. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1185. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1186. // TODO make sure texture_create_shared_from_slice works for multiview
  1187. RD::TextureFormat tf;
  1188. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1189. tf.width = rb->width;
  1190. tf.height = rb->height;
  1191. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1192. tf.array_layers = rb->view_count;
  1193. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1194. if (_render_buffers_can_be_storage()) {
  1195. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1196. } else {
  1197. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1198. }
  1199. tf.mipmaps = mipmaps_required;
  1200. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1201. //the second one is smaller (only used for separatable part of blur)
  1202. tf.width >>= 1;
  1203. tf.height >>= 1;
  1204. tf.mipmaps--;
  1205. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1206. int base_width = rb->width;
  1207. int base_height = rb->height;
  1208. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1209. RenderBuffers::Blur::Mipmap mm;
  1210. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
  1211. mm.width = base_width;
  1212. mm.height = base_height;
  1213. if (!_render_buffers_can_be_storage()) {
  1214. Vector<RID> fb;
  1215. fb.push_back(mm.texture);
  1216. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1217. }
  1218. if (!_render_buffers_can_be_storage()) {
  1219. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1220. tf.width = MAX(1, base_width >> 1);
  1221. tf.height = base_height;
  1222. tf.mipmaps = 1; // 1 or 0?
  1223. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1224. Vector<RID> half_fb;
  1225. half_fb.push_back(mm.half_texture);
  1226. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1227. }
  1228. rb->blur[0].mipmaps.push_back(mm);
  1229. if (i > 0) {
  1230. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
  1231. if (!_render_buffers_can_be_storage()) {
  1232. Vector<RID> fb;
  1233. fb.push_back(mm.texture);
  1234. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1235. // We can re-use the half texture here as it is an intermediate result
  1236. }
  1237. rb->blur[1].mipmaps.push_back(mm);
  1238. }
  1239. base_width = MAX(1, base_width >> 1);
  1240. base_height = MAX(1, base_height >> 1);
  1241. }
  1242. if (!_render_buffers_can_be_storage()) {
  1243. // create 4 weight textures, 2 full size, 2 half size
  1244. 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
  1245. tf.width = rb->width;
  1246. tf.height = rb->height;
  1247. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1248. tf.array_layers = rb->view_count;
  1249. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1250. tf.mipmaps = 1;
  1251. for (uint32_t i = 0; i < 4; i++) {
  1252. // associated blur texture
  1253. RID texture;
  1254. if (i == 0) {
  1255. texture = rb->texture;
  1256. } else if (i == 1) {
  1257. texture = rb->blur[0].mipmaps[0].texture;
  1258. } else if (i == 2) {
  1259. texture = rb->blur[1].mipmaps[0].texture;
  1260. } else if (i == 3) {
  1261. texture = rb->blur[0].mipmaps[1].texture;
  1262. }
  1263. // create weight texture
  1264. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1265. // create frame buffer
  1266. Vector<RID> fb;
  1267. fb.push_back(texture);
  1268. fb.push_back(rb->weight_buffers[i].weight);
  1269. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1270. if (i == 1) {
  1271. // next 2 are half size
  1272. tf.width = MAX(1, tf.width >> 1);
  1273. tf.height = MAX(1, tf.height >> 1);
  1274. }
  1275. }
  1276. {
  1277. // and finally an FB for just our base weights
  1278. Vector<RID> fb;
  1279. fb.push_back(rb->weight_buffers[0].weight);
  1280. rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
  1281. }
  1282. }
  1283. }
  1284. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1285. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1286. {
  1287. RD::TextureFormat tf;
  1288. if (rb->view_count > 1) {
  1289. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1290. }
  1291. // 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?
  1292. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1293. tf.width = rb->width;
  1294. tf.height = rb->height;
  1295. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1296. tf.array_layers = rb->view_count; // create a layer for every view
  1297. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1298. 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
  1299. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1300. }
  1301. if (!_render_buffers_can_be_storage()) {
  1302. // create framebuffer so we can write into this...
  1303. Vector<RID> fb;
  1304. fb.push_back(rb->depth_back_texture);
  1305. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1306. }
  1307. }
  1308. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1309. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1310. int w = rb->width;
  1311. int h = rb->height;
  1312. while (true) {
  1313. w = MAX(w / 8, 1);
  1314. h = MAX(h / 8, 1);
  1315. RD::TextureFormat tf;
  1316. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1317. tf.width = w;
  1318. tf.height = h;
  1319. bool final = w == 1 && h == 1;
  1320. if (_render_buffers_can_be_storage()) {
  1321. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1322. if (final) {
  1323. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1324. }
  1325. } else {
  1326. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1327. }
  1328. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1329. rb->luminance.reduce.push_back(texture);
  1330. if (!_render_buffers_can_be_storage()) {
  1331. Vector<RID> fb;
  1332. fb.push_back(texture);
  1333. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1334. }
  1335. if (final) {
  1336. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1337. if (!_render_buffers_can_be_storage()) {
  1338. Vector<RID> fb;
  1339. fb.push_back(rb->luminance.current);
  1340. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1341. }
  1342. break;
  1343. }
  1344. }
  1345. }
  1346. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1347. if (rb->texture_fb.is_valid()) {
  1348. RD::get_singleton()->free(rb->texture_fb);
  1349. rb->texture_fb = RID();
  1350. }
  1351. if (rb->texture.is_valid()) {
  1352. RD::get_singleton()->free(rb->texture);
  1353. rb->texture = RID();
  1354. }
  1355. if (rb->depth_texture.is_valid()) {
  1356. RD::get_singleton()->free(rb->depth_texture);
  1357. rb->depth_texture = RID();
  1358. }
  1359. if (rb->depth_back_fb.is_valid()) {
  1360. RD::get_singleton()->free(rb->depth_back_fb);
  1361. rb->depth_back_fb = RID();
  1362. }
  1363. if (rb->depth_back_texture.is_valid()) {
  1364. RD::get_singleton()->free(rb->depth_back_texture);
  1365. rb->depth_back_texture = RID();
  1366. }
  1367. for (int i = 0; i < 2; i++) {
  1368. for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
  1369. // do we free the texture slice here? or is it enough to free the main texture?
  1370. // do free the mobile extra stuff
  1371. if (rb->blur[i].mipmaps[m].fb.is_valid()) {
  1372. RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
  1373. }
  1374. if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
  1375. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
  1376. }
  1377. if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
  1378. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
  1379. }
  1380. }
  1381. rb->blur[i].mipmaps.clear();
  1382. if (rb->blur[i].texture.is_valid()) {
  1383. RD::get_singleton()->free(rb->blur[i].texture);
  1384. rb->blur[i].texture = RID();
  1385. }
  1386. }
  1387. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1388. RD::get_singleton()->free(rb->luminance.fb[i]);
  1389. }
  1390. rb->luminance.fb.clear();
  1391. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1392. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1393. }
  1394. rb->luminance.reduce.clear();
  1395. if (rb->luminance.current_fb.is_valid()) {
  1396. RD::get_singleton()->free(rb->luminance.current_fb);
  1397. rb->luminance.current_fb = RID();
  1398. }
  1399. if (rb->luminance.current.is_valid()) {
  1400. RD::get_singleton()->free(rb->luminance.current);
  1401. rb->luminance.current = RID();
  1402. }
  1403. if (rb->ssao.depth.is_valid()) {
  1404. RD::get_singleton()->free(rb->ssao.depth);
  1405. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1406. RD::get_singleton()->free(rb->ssao.ao_pong);
  1407. RD::get_singleton()->free(rb->ssao.ao_final);
  1408. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1409. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1410. rb->ssao.depth = RID();
  1411. rb->ssao.ao_deinterleaved = RID();
  1412. rb->ssao.ao_pong = RID();
  1413. rb->ssao.ao_final = RID();
  1414. rb->ssao.importance_map[0] = RID();
  1415. rb->ssao.importance_map[1] = RID();
  1416. rb->ssao.depth_slices.clear();
  1417. rb->ssao.ao_deinterleaved_slices.clear();
  1418. rb->ssao.ao_pong_slices.clear();
  1419. }
  1420. if (rb->ssr.blur_radius[0].is_valid()) {
  1421. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1422. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1423. rb->ssr.blur_radius[0] = RID();
  1424. rb->ssr.blur_radius[1] = RID();
  1425. }
  1426. if (rb->ssr.depth_scaled.is_valid()) {
  1427. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1428. rb->ssr.depth_scaled = RID();
  1429. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1430. rb->ssr.normal_scaled = RID();
  1431. }
  1432. if (rb->ambient_buffer.is_valid()) {
  1433. RD::get_singleton()->free(rb->ambient_buffer);
  1434. RD::get_singleton()->free(rb->reflection_buffer);
  1435. rb->ambient_buffer = RID();
  1436. rb->reflection_buffer = RID();
  1437. }
  1438. }
  1439. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1440. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1441. ERR_FAIL_COND(!rb);
  1442. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1443. if (!can_use_effects) {
  1444. //just copy
  1445. return;
  1446. }
  1447. if (rb->blur[0].texture.is_null()) {
  1448. _allocate_blur_textures(rb);
  1449. }
  1450. storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
  1451. }
  1452. void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
  1453. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1454. ERR_FAIL_COND(!rb);
  1455. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1456. if (!can_use_effects) {
  1457. //just copy
  1458. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
  1459. return;
  1460. }
  1461. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1462. ERR_FAIL_COND(!env);
  1463. ERR_FAIL_COND(!env->ssr_enabled);
  1464. if (rb->ssr.depth_scaled.is_null()) {
  1465. RD::TextureFormat tf;
  1466. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1467. tf.width = rb->width / 2;
  1468. tf.height = rb->height / 2;
  1469. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1470. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1471. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1472. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1473. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1474. }
  1475. if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1476. RD::TextureFormat tf;
  1477. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1478. tf.width = rb->width / 2;
  1479. tf.height = rb->height / 2;
  1480. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1481. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1482. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1483. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1484. }
  1485. if (rb->blur[0].texture.is_null()) {
  1486. _allocate_blur_textures(rb);
  1487. }
  1488. storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  1489. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
  1490. }
  1491. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1492. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1493. ERR_FAIL_COND(!rb);
  1494. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1495. ERR_FAIL_COND(!env);
  1496. RENDER_TIMESTAMP("Process SSAO");
  1497. if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1498. RD::get_singleton()->free(rb->ssao.depth);
  1499. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1500. RD::get_singleton()->free(rb->ssao.ao_pong);
  1501. RD::get_singleton()->free(rb->ssao.ao_final);
  1502. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1503. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1504. rb->ssao.depth = RID();
  1505. rb->ssao.ao_deinterleaved = RID();
  1506. rb->ssao.ao_pong = RID();
  1507. rb->ssao.ao_final = RID();
  1508. rb->ssao.importance_map[0] = RID();
  1509. rb->ssao.importance_map[1] = RID();
  1510. rb->ssao.depth_slices.clear();
  1511. rb->ssao.ao_deinterleaved_slices.clear();
  1512. rb->ssao.ao_pong_slices.clear();
  1513. }
  1514. int buffer_width;
  1515. int buffer_height;
  1516. int half_width;
  1517. int half_height;
  1518. if (ssao_half_size) {
  1519. buffer_width = (rb->width + 3) / 4;
  1520. buffer_height = (rb->height + 3) / 4;
  1521. half_width = (rb->width + 7) / 8;
  1522. half_height = (rb->height + 7) / 8;
  1523. } else {
  1524. buffer_width = (rb->width + 1) / 2;
  1525. buffer_height = (rb->height + 1) / 2;
  1526. half_width = (rb->width + 3) / 4;
  1527. half_height = (rb->height + 3) / 4;
  1528. }
  1529. bool uniform_sets_are_invalid = false;
  1530. if (rb->ssao.depth.is_null()) {
  1531. //allocate depth slices
  1532. {
  1533. RD::TextureFormat tf;
  1534. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  1535. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1536. tf.width = buffer_width;
  1537. tf.height = buffer_height;
  1538. tf.mipmaps = 4;
  1539. tf.array_layers = 4;
  1540. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1541. rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1542. RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
  1543. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  1544. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
  1545. rb->ssao.depth_slices.push_back(slice);
  1546. RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
  1547. }
  1548. }
  1549. {
  1550. RD::TextureFormat tf;
  1551. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1552. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1553. tf.width = buffer_width;
  1554. tf.height = buffer_height;
  1555. tf.array_layers = 4;
  1556. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1557. rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1558. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1559. for (uint32_t i = 0; i < 4; i++) {
  1560. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
  1561. rb->ssao.ao_deinterleaved_slices.push_back(slice);
  1562. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1563. }
  1564. }
  1565. {
  1566. RD::TextureFormat tf;
  1567. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1568. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1569. tf.width = buffer_width;
  1570. tf.height = buffer_height;
  1571. tf.array_layers = 4;
  1572. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1573. rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1574. RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1575. for (uint32_t i = 0; i < 4; i++) {
  1576. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
  1577. rb->ssao.ao_pong_slices.push_back(slice);
  1578. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1579. }
  1580. }
  1581. {
  1582. RD::TextureFormat tf;
  1583. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1584. tf.width = half_width;
  1585. tf.height = half_height;
  1586. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1587. rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1588. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
  1589. rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1590. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
  1591. }
  1592. {
  1593. RD::TextureFormat tf;
  1594. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1595. tf.width = rb->width;
  1596. tf.height = rb->height;
  1597. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1598. rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1599. RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
  1600. }
  1601. ssao_using_half_size = ssao_half_size;
  1602. uniform_sets_are_invalid = true;
  1603. }
  1604. EffectsRD::SSAOSettings settings;
  1605. settings.radius = env->ssao_radius;
  1606. settings.intensity = env->ssao_intensity;
  1607. settings.power = env->ssao_power;
  1608. settings.detail = env->ssao_detail;
  1609. settings.horizon = env->ssao_horizon;
  1610. settings.sharpness = env->ssao_sharpness;
  1611. settings.quality = ssao_quality;
  1612. settings.half_size = ssao_half_size;
  1613. settings.adaptive_target = ssao_adaptive_target;
  1614. settings.blur_passes = ssao_blur_passes;
  1615. settings.fadeout_from = ssao_fadeout_from;
  1616. settings.fadeout_to = ssao_fadeout_to;
  1617. settings.full_screen_size = Size2i(rb->width, rb->height);
  1618. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1619. settings.quarter_screen_size = Size2i(half_width, half_height);
  1620. storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
  1621. }
  1622. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1623. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1624. ERR_FAIL_COND(!rb);
  1625. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1626. if (rb->blur[0].texture.is_null()) {
  1627. _allocate_blur_textures(rb);
  1628. }
  1629. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1630. bool can_use_storage = _render_buffers_can_be_storage();
  1631. if (can_use_storage) {
  1632. storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
  1633. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1634. storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
  1635. }
  1636. } else {
  1637. storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
  1638. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1639. storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
  1640. }
  1641. }
  1642. RD::get_singleton()->draw_command_end_label();
  1643. }
  1644. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1645. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1646. ERR_FAIL_COND(!rb);
  1647. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1648. if (rb->depth_back_texture.is_null()) {
  1649. _allocate_depth_backbuffer_textures(rb);
  1650. }
  1651. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1652. bool can_use_storage = _render_buffers_can_be_storage();
  1653. if (can_use_storage) {
  1654. storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1655. } else {
  1656. storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1657. }
  1658. RD::get_singleton()->draw_command_end_label();
  1659. }
  1660. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1661. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1662. ERR_FAIL_COND(!rb);
  1663. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
  1664. //glow (if enabled)
  1665. CameraEffects *camfx = camera_effects_owner.getornull(p_render_data->camera_effects);
  1666. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1667. bool can_use_storage = _render_buffers_can_be_storage();
  1668. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1669. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1670. RD::get_singleton()->draw_command_begin_label("DOF");
  1671. if (rb->blur[0].texture.is_null()) {
  1672. _allocate_blur_textures(rb);
  1673. }
  1674. EffectsRD::BokehBuffers buffers;
  1675. // textures we use
  1676. buffers.base_texture_size = Size2i(rb->width, rb->height);
  1677. buffers.base_texture = rb->texture;
  1678. buffers.depth_texture = rb->depth_texture;
  1679. buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
  1680. buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
  1681. buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
  1682. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1683. if (can_use_storage) {
  1684. storage->get_effects()->bokeh_dof(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, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
  1685. } else {
  1686. // set framebuffers
  1687. buffers.base_fb = rb->texture_fb;
  1688. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1689. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1690. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1691. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1692. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1693. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1694. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1695. // set weight buffers
  1696. buffers.base_weight_fb = rb->base_weight_fb;
  1697. storage->get_effects()->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, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
  1698. }
  1699. RD::get_singleton()->draw_command_end_label();
  1700. }
  1701. if (can_use_effects && env && env->auto_exposure) {
  1702. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1703. if (rb->luminance.current.is_null()) {
  1704. _allocate_luminance_textures(rb);
  1705. }
  1706. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1707. rb->auto_exposure_version = env->auto_exposure_version;
  1708. double step = env->auto_exp_speed * time_step;
  1709. if (can_use_storage) {
  1710. storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1711. } else {
  1712. storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1713. }
  1714. //swap final reduce with prev luminance
  1715. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1716. if (!can_use_storage) {
  1717. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1718. }
  1719. RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
  1720. RD::get_singleton()->draw_command_end_label();
  1721. }
  1722. int max_glow_level = -1;
  1723. if (can_use_effects && env && env->glow_enabled) {
  1724. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1725. /* see that blur textures are allocated */
  1726. if (rb->blur[1].texture.is_null()) {
  1727. _allocate_blur_textures(rb);
  1728. }
  1729. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1730. if (env->glow_levels[i] > 0.0) {
  1731. if (i >= rb->blur[1].mipmaps.size()) {
  1732. max_glow_level = rb->blur[1].mipmaps.size() - 1;
  1733. } else {
  1734. max_glow_level = i;
  1735. }
  1736. }
  1737. }
  1738. for (int i = 0; i < (max_glow_level + 1); i++) {
  1739. int vp_w = rb->blur[1].mipmaps[i].width;
  1740. int vp_h = rb->blur[1].mipmaps[i].height;
  1741. if (i == 0) {
  1742. RID luminance_texture;
  1743. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  1744. luminance_texture = rb->luminance.current;
  1745. }
  1746. if (can_use_storage) {
  1747. storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1748. } else {
  1749. storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1750. }
  1751. } else {
  1752. if (can_use_storage) {
  1753. storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  1754. } else {
  1755. storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
  1756. }
  1757. }
  1758. }
  1759. RD::get_singleton()->draw_command_end_label();
  1760. }
  1761. {
  1762. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1763. //tonemap
  1764. EffectsRD::TonemapSettings tonemap;
  1765. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  1766. tonemap.use_auto_exposure = true;
  1767. tonemap.exposure_texture = rb->luminance.current;
  1768. tonemap.auto_exposure_grey = env->auto_exp_scale;
  1769. } else {
  1770. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1771. }
  1772. if (can_use_effects && env && env->glow_enabled) {
  1773. tonemap.use_glow = true;
  1774. tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
  1775. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  1776. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1777. tonemap.glow_levels[i] = env->glow_levels[i];
  1778. }
  1779. tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
  1780. tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
  1781. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1782. tonemap.glow_texture = rb->blur[1].texture;
  1783. } else {
  1784. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1785. }
  1786. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1787. tonemap.use_fxaa = true;
  1788. }
  1789. tonemap.use_debanding = rb->use_debanding;
  1790. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1791. if (env) {
  1792. tonemap.tonemap_mode = env->tone_mapper;
  1793. tonemap.white = env->white;
  1794. tonemap.exposure = env->exposure;
  1795. }
  1796. tonemap.use_color_correction = false;
  1797. tonemap.use_1d_color_correction = false;
  1798. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1799. if (can_use_effects && env) {
  1800. tonemap.use_bcs = env->adjustments_enabled;
  1801. tonemap.brightness = env->adjustments_brightness;
  1802. tonemap.contrast = env->adjustments_contrast;
  1803. tonemap.saturation = env->adjustments_saturation;
  1804. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1805. tonemap.use_color_correction = true;
  1806. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1807. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  1808. }
  1809. }
  1810. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1811. tonemap.view_count = p_render_data->view_count;
  1812. storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1813. RD::get_singleton()->draw_command_end_label();
  1814. }
  1815. storage->render_target_disable_clear_request(rb->render_target);
  1816. }
  1817. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  1818. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  1819. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1820. ERR_FAIL_COND(!rb);
  1821. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
  1822. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1823. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  1824. EffectsRD::TonemapSettings tonemap;
  1825. if (env) {
  1826. tonemap.tonemap_mode = env->tone_mapper;
  1827. tonemap.exposure = env->exposure;
  1828. tonemap.white = env->white;
  1829. }
  1830. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  1831. // The problem is that we need to use the result so far and process them before we can
  1832. // apply this to our results.
  1833. if (can_use_effects && env && env->glow_enabled) {
  1834. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1835. }
  1836. if (can_use_effects && env && env->auto_exposure) {
  1837. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1838. }
  1839. tonemap.use_glow = false;
  1840. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1841. tonemap.use_auto_exposure = false;
  1842. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1843. tonemap.use_color_correction = false;
  1844. tonemap.use_1d_color_correction = false;
  1845. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1846. if (can_use_effects && env) {
  1847. tonemap.use_bcs = env->adjustments_enabled;
  1848. tonemap.brightness = env->adjustments_brightness;
  1849. tonemap.contrast = env->adjustments_contrast;
  1850. tonemap.saturation = env->adjustments_saturation;
  1851. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1852. tonemap.use_color_correction = true;
  1853. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1854. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  1855. }
  1856. }
  1857. tonemap.use_debanding = rb->use_debanding;
  1858. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1859. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1860. tonemap.view_count = p_render_data->view_count;
  1861. storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  1862. RD::get_singleton()->draw_command_end_label();
  1863. }
  1864. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  1865. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1866. ERR_FAIL_COND(!rb);
  1867. storage->render_target_disable_clear_request(rb->render_target);
  1868. }
  1869. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  1870. EffectsRD *effects = storage->get_effects();
  1871. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1872. ERR_FAIL_COND(!rb);
  1873. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1874. if (p_shadow_atlas.is_valid()) {
  1875. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1876. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1877. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1878. }
  1879. }
  1880. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1881. if (directional_shadow_get_texture().is_valid()) {
  1882. RID shadow_atlas_texture = directional_shadow_get_texture();
  1883. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1884. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1885. }
  1886. }
  1887. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1888. RID decal_atlas = storage->decal_atlas_get_texture();
  1889. if (decal_atlas.is_valid()) {
  1890. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1891. effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  1892. }
  1893. }
  1894. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  1895. if (rb->luminance.current.is_valid()) {
  1896. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1897. effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  1898. }
  1899. }
  1900. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
  1901. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1902. RID ao_buf = rb->ssao.ao_final;
  1903. effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  1904. }
  1905. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  1906. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1907. effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  1908. }
  1909. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
  1910. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1911. RID ambient_texture = rb->ambient_buffer;
  1912. RID reflection_texture = rb->reflection_buffer;
  1913. effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
  1914. }
  1915. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  1916. if (p_occlusion_buffer.is_valid()) {
  1917. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1918. effects->copy_to_fb_rect(storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
  1919. }
  1920. }
  1921. }
  1922. void RendererSceneRenderRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
  1923. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  1924. ERR_FAIL_COND(!env);
  1925. env->adjustments_enabled = p_enable;
  1926. env->adjustments_brightness = p_brightness;
  1927. env->adjustments_contrast = p_contrast;
  1928. env->adjustments_saturation = p_saturation;
  1929. env->use_1d_color_correction = p_use_1d_color_correction;
  1930. env->color_correction = p_color_correction;
  1931. }
  1932. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  1933. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1934. ERR_FAIL_COND_V(!rb, RID());
  1935. if (!rb->blur[0].texture.is_valid()) {
  1936. return RID(); //not valid at the moment
  1937. }
  1938. return rb->blur[0].texture;
  1939. }
  1940. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  1941. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1942. ERR_FAIL_COND_V(!rb, RID());
  1943. if (!rb->depth_back_texture.is_valid()) {
  1944. return RID(); //not valid at the moment
  1945. }
  1946. return rb->depth_back_texture;
  1947. }
  1948. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  1949. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1950. ERR_FAIL_COND_V(!rb, RID());
  1951. return rb->ssao.ao_final;
  1952. }
  1953. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  1954. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1955. ERR_FAIL_COND_V(!rb, RID());
  1956. if (rb->gi.voxel_gi_buffer.is_null()) {
  1957. rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
  1958. }
  1959. return rb->gi.voxel_gi_buffer;
  1960. }
  1961. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  1962. return gi.default_voxel_gi_buffer;
  1963. }
  1964. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  1965. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1966. ERR_FAIL_COND_V(!rb, RID());
  1967. return rb->ambient_buffer;
  1968. }
  1969. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  1970. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1971. ERR_FAIL_COND_V(!rb, RID());
  1972. return rb->reflection_buffer;
  1973. }
  1974. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  1975. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1976. ERR_FAIL_COND_V(!rb, 0);
  1977. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1978. return rb->sdfgi->cascades.size();
  1979. }
  1980. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  1981. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1982. ERR_FAIL_COND_V(!rb, false);
  1983. return rb->sdfgi != nullptr;
  1984. }
  1985. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  1986. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1987. ERR_FAIL_COND_V(!rb, RID());
  1988. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1989. return rb->sdfgi->lightprobe_texture;
  1990. }
  1991. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1992. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1993. ERR_FAIL_COND_V(!rb, Vector3());
  1994. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  1995. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  1996. 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;
  1997. }
  1998. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1999. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2000. ERR_FAIL_COND_V(!rb, Vector3i());
  2001. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  2002. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  2003. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
  2004. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  2005. }
  2006. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  2007. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2008. ERR_FAIL_COND_V(!rb, 0);
  2009. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2010. return rb->sdfgi->normal_bias;
  2011. }
  2012. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  2013. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2014. ERR_FAIL_COND_V(!rb, 0);
  2015. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2016. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  2017. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  2018. }
  2019. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  2020. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2021. ERR_FAIL_COND_V(!rb, 0);
  2022. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2023. return rb->sdfgi->probe_axis_count;
  2024. }
  2025. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  2026. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2027. ERR_FAIL_COND_V(!rb, 0);
  2028. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2029. return rb->sdfgi->cascade_size;
  2030. }
  2031. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  2032. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2033. ERR_FAIL_COND_V(!rb, false);
  2034. ERR_FAIL_COND_V(!rb->sdfgi, false);
  2035. return rb->sdfgi->uses_occlusion;
  2036. }
  2037. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  2038. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2039. ERR_FAIL_COND_V(!rb, 0.0);
  2040. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  2041. return rb->sdfgi->energy;
  2042. }
  2043. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  2044. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2045. ERR_FAIL_COND_V(!rb, RID());
  2046. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2047. return rb->sdfgi->occlusion_texture;
  2048. }
  2049. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  2050. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2051. ERR_FAIL_COND_V(!rb, false);
  2052. return rb->volumetric_fog != nullptr;
  2053. }
  2054. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  2055. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2056. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  2057. return rb->volumetric_fog->fog_map;
  2058. }
  2059. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  2060. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2061. ERR_FAIL_COND_V(!rb, RID());
  2062. if (!rb->volumetric_fog) {
  2063. return RID();
  2064. }
  2065. return rb->volumetric_fog->sky_uniform_set;
  2066. }
  2067. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2068. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2069. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2070. return rb->volumetric_fog->length;
  2071. }
  2072. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2073. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2074. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2075. return rb->volumetric_fog->spread;
  2076. }
  2077. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  2078. return 1.0;
  2079. }
  2080. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2081. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2082. }
  2083. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2084. return true;
  2085. }
  2086. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
  2087. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2088. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2089. rb->width = p_width;
  2090. rb->height = p_height;
  2091. rb->render_target = p_render_target;
  2092. rb->msaa = p_msaa;
  2093. rb->screen_space_aa = p_screen_space_aa;
  2094. rb->use_debanding = p_use_debanding;
  2095. rb->view_count = p_view_count;
  2096. if (is_clustered_enabled()) {
  2097. if (rb->cluster_builder == nullptr) {
  2098. rb->cluster_builder = memnew(ClusterBuilderRD);
  2099. }
  2100. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2101. }
  2102. _free_render_buffer_data(rb);
  2103. {
  2104. RD::TextureFormat tf;
  2105. if (rb->view_count > 1) {
  2106. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2107. }
  2108. tf.format = _render_buffers_get_color_format();
  2109. tf.width = rb->width;
  2110. tf.height = rb->height;
  2111. tf.array_layers = rb->view_count; // create a layer for every view
  2112. 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;
  2113. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2114. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2115. }
  2116. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2117. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2118. }
  2119. {
  2120. RD::TextureFormat tf;
  2121. if (rb->view_count > 1) {
  2122. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2123. }
  2124. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2125. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
  2126. } else {
  2127. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2128. }
  2129. tf.width = p_width;
  2130. tf.height = p_height;
  2131. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2132. tf.array_layers = rb->view_count; // create a layer for every view
  2133. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2134. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2135. } else {
  2136. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2137. }
  2138. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2139. }
  2140. if (!_render_buffers_can_be_storage()) {
  2141. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2142. Vector<RID> fb;
  2143. fb.push_back(rb->texture);
  2144. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2145. }
  2146. RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
  2147. rb->data->configure(rb->texture, rb->depth_texture, target_texture, p_width, p_height, p_msaa, p_view_count);
  2148. if (is_clustered_enabled()) {
  2149. rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
  2150. }
  2151. }
  2152. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2153. gi.half_resolution = p_enable;
  2154. }
  2155. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2156. sss_quality = p_quality;
  2157. }
  2158. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2159. return sss_quality;
  2160. }
  2161. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2162. sss_scale = p_scale;
  2163. sss_depth_scale = p_depth_scale;
  2164. }
  2165. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  2166. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2167. if (shadows_quality != p_quality) {
  2168. shadows_quality = p_quality;
  2169. switch (shadows_quality) {
  2170. case RS::SHADOW_QUALITY_HARD: {
  2171. penumbra_shadow_samples = 4;
  2172. soft_shadow_samples = 1;
  2173. shadows_quality_radius = 1.0;
  2174. } break;
  2175. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2176. penumbra_shadow_samples = 8;
  2177. soft_shadow_samples = 4;
  2178. shadows_quality_radius = 2.0;
  2179. } break;
  2180. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2181. penumbra_shadow_samples = 12;
  2182. soft_shadow_samples = 8;
  2183. shadows_quality_radius = 2.0;
  2184. } break;
  2185. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2186. penumbra_shadow_samples = 24;
  2187. soft_shadow_samples = 16;
  2188. shadows_quality_radius = 3.0;
  2189. } break;
  2190. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2191. penumbra_shadow_samples = 32;
  2192. soft_shadow_samples = 32;
  2193. shadows_quality_radius = 4.0;
  2194. } break;
  2195. case RS::SHADOW_QUALITY_MAX:
  2196. break;
  2197. }
  2198. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2199. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2200. }
  2201. _update_shader_quality_settings();
  2202. }
  2203. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  2204. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2205. if (directional_shadow_quality != p_quality) {
  2206. directional_shadow_quality = p_quality;
  2207. switch (directional_shadow_quality) {
  2208. case RS::SHADOW_QUALITY_HARD: {
  2209. directional_penumbra_shadow_samples = 4;
  2210. directional_soft_shadow_samples = 1;
  2211. directional_shadow_quality_radius = 1.0;
  2212. } break;
  2213. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2214. directional_penumbra_shadow_samples = 8;
  2215. directional_soft_shadow_samples = 4;
  2216. directional_shadow_quality_radius = 2.0;
  2217. } break;
  2218. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2219. directional_penumbra_shadow_samples = 12;
  2220. directional_soft_shadow_samples = 8;
  2221. directional_shadow_quality_radius = 2.0;
  2222. } break;
  2223. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2224. directional_penumbra_shadow_samples = 24;
  2225. directional_soft_shadow_samples = 16;
  2226. directional_shadow_quality_radius = 3.0;
  2227. } break;
  2228. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2229. directional_penumbra_shadow_samples = 32;
  2230. directional_soft_shadow_samples = 32;
  2231. directional_shadow_quality_radius = 4.0;
  2232. } break;
  2233. case RS::SHADOW_QUALITY_MAX:
  2234. break;
  2235. }
  2236. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2237. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2238. }
  2239. _update_shader_quality_settings();
  2240. }
  2241. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2242. if (decals_filter == p_filter) {
  2243. return;
  2244. }
  2245. decals_filter = p_filter;
  2246. _update_shader_quality_settings();
  2247. }
  2248. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2249. if (light_projectors_filter == p_filter) {
  2250. return;
  2251. }
  2252. light_projectors_filter = p_filter;
  2253. _update_shader_quality_settings();
  2254. }
  2255. int RendererSceneRenderRD::get_roughness_layers() const {
  2256. return sky.roughness_layers;
  2257. }
  2258. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2259. return sky.sky_use_cubemap_array;
  2260. }
  2261. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2262. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2263. ERR_FAIL_COND_V(!rb, nullptr);
  2264. return rb->data;
  2265. }
  2266. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2267. cluster.reflection_count = 0;
  2268. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2269. if (cluster.reflection_count == cluster.max_reflections) {
  2270. break;
  2271. }
  2272. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflections[i]);
  2273. if (!rpi) {
  2274. continue;
  2275. }
  2276. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2277. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2278. cluster.reflection_count++;
  2279. }
  2280. if (cluster.reflection_count > 0) {
  2281. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2282. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2283. }
  2284. bool using_forward_ids = _uses_forward_ids();
  2285. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2286. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2287. if (using_forward_ids) {
  2288. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2289. }
  2290. RID base_probe = rpi->probe;
  2291. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2292. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  2293. rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
  2294. reflection_ubo.box_extents[0] = extents.x;
  2295. reflection_ubo.box_extents[1] = extents.y;
  2296. reflection_ubo.box_extents[2] = extents.z;
  2297. reflection_ubo.index = rpi->atlas_index;
  2298. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  2299. reflection_ubo.box_offset[0] = origin_offset.x;
  2300. reflection_ubo.box_offset[1] = origin_offset.y;
  2301. reflection_ubo.box_offset[2] = origin_offset.z;
  2302. reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
  2303. reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
  2304. reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
  2305. reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
  2306. reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
  2307. Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
  2308. float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
  2309. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2310. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2311. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2312. Transform3D transform = rpi->transform;
  2313. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2314. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  2315. if (current_cluster_builder != nullptr) {
  2316. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2317. }
  2318. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2319. }
  2320. if (cluster.reflection_count) {
  2321. 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);
  2322. }
  2323. }
  2324. 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) {
  2325. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2326. r_directional_light_count = 0;
  2327. r_positional_light_count = 0;
  2328. sky.sky_scene_state.ubo.directional_light_count = 0;
  2329. Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  2330. cluster.omni_light_count = 0;
  2331. cluster.spot_light_count = 0;
  2332. r_directional_light_soft_shadows = false;
  2333. for (int i = 0; i < (int)p_lights.size(); i++) {
  2334. LightInstance *li = light_instance_owner.getornull(p_lights[i]);
  2335. if (!li) {
  2336. continue;
  2337. }
  2338. RID base = li->light;
  2339. ERR_CONTINUE(base.is_null());
  2340. RS::LightType type = storage->light_get_type(base);
  2341. switch (type) {
  2342. case RS::LIGHT_DIRECTIONAL: {
  2343. // Copy to SkyDirectionalLightData
  2344. if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
  2345. RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
  2346. Transform3D light_transform = li->transform;
  2347. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  2348. sky_light_data.direction[0] = world_direction.x;
  2349. sky_light_data.direction[1] = world_direction.y;
  2350. sky_light_data.direction[2] = -world_direction.z;
  2351. float sign = storage->light_is_negative(base) ? -1 : 1;
  2352. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  2353. Color linear_col = storage->light_get_color(base).to_linear();
  2354. sky_light_data.color[0] = linear_col.r;
  2355. sky_light_data.color[1] = linear_col.g;
  2356. sky_light_data.color[2] = linear_col.b;
  2357. sky_light_data.enabled = true;
  2358. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2359. if (angular_diameter > 0.0) {
  2360. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2361. // technically this will keep expanding until reaching the sun, but all we care
  2362. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2363. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2364. if (storage->light_has_shadow(base)) {
  2365. r_directional_light_soft_shadows = true;
  2366. }
  2367. } else {
  2368. angular_diameter = 0.0;
  2369. }
  2370. sky_light_data.size = angular_diameter;
  2371. sky.sky_scene_state.ubo.directional_light_count++;
  2372. }
  2373. if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
  2374. continue;
  2375. }
  2376. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2377. Transform3D light_transform = li->transform;
  2378. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2379. light_data.direction[0] = direction.x;
  2380. light_data.direction[1] = direction.y;
  2381. light_data.direction[2] = direction.z;
  2382. float sign = storage->light_is_negative(base) ? -1 : 1;
  2383. light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2384. Color linear_col = storage->light_get_color(base).to_linear();
  2385. light_data.color[0] = linear_col.r;
  2386. light_data.color[1] = linear_col.g;
  2387. light_data.color[2] = linear_col.b;
  2388. light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2389. light_data.mask = storage->light_get_cull_mask(base);
  2390. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2391. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2392. Color shadow_col = storage->light_get_shadow_color(base).to_linear();
  2393. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2394. light_data.shadow_color1[0] = 1.0;
  2395. light_data.shadow_color1[1] = 0.0;
  2396. light_data.shadow_color1[2] = 0.0;
  2397. light_data.shadow_color1[3] = 1.0;
  2398. light_data.shadow_color2[0] = 0.0;
  2399. light_data.shadow_color2[1] = 1.0;
  2400. light_data.shadow_color2[2] = 0.0;
  2401. light_data.shadow_color2[3] = 1.0;
  2402. light_data.shadow_color3[0] = 0.0;
  2403. light_data.shadow_color3[1] = 0.0;
  2404. light_data.shadow_color3[2] = 1.0;
  2405. light_data.shadow_color3[3] = 1.0;
  2406. light_data.shadow_color4[0] = 1.0;
  2407. light_data.shadow_color4[1] = 1.0;
  2408. light_data.shadow_color4[2] = 0.0;
  2409. light_data.shadow_color4[3] = 1.0;
  2410. } else {
  2411. light_data.shadow_color1[0] = shadow_col.r;
  2412. light_data.shadow_color1[1] = shadow_col.g;
  2413. light_data.shadow_color1[2] = shadow_col.b;
  2414. light_data.shadow_color1[3] = 1.0;
  2415. light_data.shadow_color2[0] = shadow_col.r;
  2416. light_data.shadow_color2[1] = shadow_col.g;
  2417. light_data.shadow_color2[2] = shadow_col.b;
  2418. light_data.shadow_color2[3] = 1.0;
  2419. light_data.shadow_color3[0] = shadow_col.r;
  2420. light_data.shadow_color3[1] = shadow_col.g;
  2421. light_data.shadow_color3[2] = shadow_col.b;
  2422. light_data.shadow_color3[3] = 1.0;
  2423. light_data.shadow_color4[0] = shadow_col.r;
  2424. light_data.shadow_color4[1] = shadow_col.g;
  2425. light_data.shadow_color4[2] = shadow_col.b;
  2426. light_data.shadow_color4[3] = 1.0;
  2427. }
  2428. light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
  2429. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2430. if (angular_diameter > 0.0) {
  2431. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2432. // technically this will keep expanding until reaching the sun, but all we care
  2433. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2434. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2435. } else {
  2436. angular_diameter = 0.0;
  2437. }
  2438. if (light_data.shadow_enabled) {
  2439. RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
  2440. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2441. light_data.blend_splits = storage->light_directional_get_blend_splits(base);
  2442. for (int j = 0; j < 4; j++) {
  2443. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2444. CameraMatrix matrix = li->shadow_transform[j].camera;
  2445. float split = li->shadow_transform[MIN(limit, j)].split;
  2446. CameraMatrix bias;
  2447. bias.set_light_bias();
  2448. CameraMatrix rectm;
  2449. rectm.set_light_atlas_rect(atlas_rect);
  2450. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2451. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2452. light_data.shadow_split_offsets[j] = split;
  2453. float bias_scale = li->shadow_transform[j].bias_scale;
  2454. light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2455. light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2456. light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
  2457. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2458. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2459. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2460. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2461. uv_scale *= atlas_rect.size; //adapt to atlas size
  2462. switch (j) {
  2463. case 0: {
  2464. light_data.uv_scale1[0] = uv_scale.x;
  2465. light_data.uv_scale1[1] = uv_scale.y;
  2466. } break;
  2467. case 1: {
  2468. light_data.uv_scale2[0] = uv_scale.x;
  2469. light_data.uv_scale2[1] = uv_scale.y;
  2470. } break;
  2471. case 2: {
  2472. light_data.uv_scale3[0] = uv_scale.x;
  2473. light_data.uv_scale3[1] = uv_scale.y;
  2474. } break;
  2475. case 3: {
  2476. light_data.uv_scale4[0] = uv_scale.x;
  2477. light_data.uv_scale4[1] = uv_scale.y;
  2478. } break;
  2479. }
  2480. }
  2481. float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2482. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2483. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2484. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2485. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2486. light_data.softshadow_angle = angular_diameter;
  2487. light_data.bake_mode = storage->light_get_bake_mode(base);
  2488. if (angular_diameter <= 0.0) {
  2489. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2490. }
  2491. }
  2492. r_directional_light_count++;
  2493. } break;
  2494. case RS::LIGHT_OMNI: {
  2495. if (cluster.omni_light_count >= cluster.max_lights) {
  2496. continue;
  2497. }
  2498. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2499. cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2500. cluster.omni_light_count++;
  2501. } break;
  2502. case RS::LIGHT_SPOT: {
  2503. if (cluster.spot_light_count >= cluster.max_lights) {
  2504. continue;
  2505. }
  2506. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2507. cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2508. cluster.spot_light_count++;
  2509. } break;
  2510. }
  2511. li->last_pass = RSG::rasterizer->get_frame_number();
  2512. }
  2513. if (cluster.omni_light_count) {
  2514. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2515. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2516. }
  2517. if (cluster.spot_light_count) {
  2518. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2519. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2520. }
  2521. ShadowAtlas *shadow_atlas = nullptr;
  2522. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2523. shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  2524. }
  2525. bool using_forward_ids = _uses_forward_ids();
  2526. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2527. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2528. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2529. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2530. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2531. RID base = li->light;
  2532. if (using_forward_ids) {
  2533. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2534. }
  2535. Transform3D light_transform = li->transform;
  2536. float sign = storage->light_is_negative(base) ? -1 : 1;
  2537. Color linear_col = storage->light_get_color(base).to_linear();
  2538. light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2539. float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2540. light_data.color[0] = linear_col.r * energy;
  2541. light_data.color[1] = linear_col.g * energy;
  2542. light_data.color[2] = linear_col.b * energy;
  2543. light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2544. light_data.bake_mode = storage->light_get_bake_mode(base);
  2545. float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2546. light_data.inv_radius = 1.0 / radius;
  2547. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2548. light_data.position[0] = pos.x;
  2549. light_data.position[1] = pos.y;
  2550. light_data.position[2] = pos.z;
  2551. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2552. light_data.direction[0] = direction.x;
  2553. light_data.direction[1] = direction.y;
  2554. light_data.direction[2] = direction.z;
  2555. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2556. light_data.size = size;
  2557. light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2558. float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2559. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2560. light_data.mask = storage->light_get_cull_mask(base);
  2561. light_data.atlas_rect[0] = 0;
  2562. light_data.atlas_rect[1] = 0;
  2563. light_data.atlas_rect[2] = 0;
  2564. light_data.atlas_rect[3] = 0;
  2565. RID projector = storage->light_get_projector(base);
  2566. if (projector.is_valid()) {
  2567. Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
  2568. if (type == RS::LIGHT_SPOT) {
  2569. light_data.projector_rect[0] = rect.position.x;
  2570. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2571. light_data.projector_rect[2] = rect.size.width;
  2572. light_data.projector_rect[3] = -rect.size.height;
  2573. } else {
  2574. light_data.projector_rect[0] = rect.position.x;
  2575. light_data.projector_rect[1] = rect.position.y;
  2576. light_data.projector_rect[2] = rect.size.width;
  2577. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2578. }
  2579. } else {
  2580. light_data.projector_rect[0] = 0;
  2581. light_data.projector_rect[1] = 0;
  2582. light_data.projector_rect[2] = 0;
  2583. light_data.projector_rect[3] = 0;
  2584. }
  2585. if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
  2586. // fill in the shadow information
  2587. light_data.shadow_enabled = true;
  2588. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2589. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2590. if (type == RS::LIGHT_SPOT) {
  2591. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2592. } else { //omni
  2593. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2594. }
  2595. light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
  2596. Vector2i omni_offset;
  2597. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2598. light_data.atlas_rect[0] = rect.position.x;
  2599. light_data.atlas_rect[1] = rect.position.y;
  2600. light_data.atlas_rect[2] = rect.size.width;
  2601. light_data.atlas_rect[3] = rect.size.height;
  2602. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2603. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2604. if (type == RS::LIGHT_OMNI) {
  2605. Transform3D proj = (inverse_transform * light_transform).inverse();
  2606. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  2607. if (size > 0.0) {
  2608. light_data.soft_shadow_size = size;
  2609. } else {
  2610. light_data.soft_shadow_size = 0.0;
  2611. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2612. }
  2613. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2614. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  2615. } else if (type == RS::LIGHT_SPOT) {
  2616. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2617. CameraMatrix bias;
  2618. bias.set_light_bias();
  2619. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2620. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  2621. if (size > 0.0) {
  2622. CameraMatrix cm = li->shadow_transform[0].camera;
  2623. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2624. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2625. } else {
  2626. light_data.soft_shadow_size = 0.0;
  2627. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2628. }
  2629. }
  2630. } else {
  2631. light_data.shadow_enabled = false;
  2632. }
  2633. li->cull_mask = storage->light_get_cull_mask(base);
  2634. if (current_cluster_builder != nullptr) {
  2635. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2636. }
  2637. r_positional_light_count++;
  2638. }
  2639. //update without barriers
  2640. if (cluster.omni_light_count) {
  2641. 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);
  2642. }
  2643. if (cluster.spot_light_count) {
  2644. 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);
  2645. }
  2646. if (r_directional_light_count) {
  2647. 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);
  2648. }
  2649. }
  2650. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2651. Transform3D uv_xform;
  2652. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2653. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2654. uint32_t decal_count = p_decals.size();
  2655. cluster.decal_count = 0;
  2656. for (uint32_t i = 0; i < decal_count; i++) {
  2657. if (cluster.decal_count == cluster.max_decals) {
  2658. break;
  2659. }
  2660. DecalInstance *di = decal_instance_owner.getornull(p_decals[i]);
  2661. if (!di) {
  2662. continue;
  2663. }
  2664. RID decal = di->decal;
  2665. Transform3D xform = di->transform;
  2666. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2667. if (storage->decal_is_distance_fade_enabled(decal)) {
  2668. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2669. float fade_length = storage->decal_get_distance_fade_length(decal);
  2670. if (distance > fade_begin) {
  2671. if (distance > fade_begin + fade_length) {
  2672. continue; // do not use this decal, its invisible
  2673. }
  2674. }
  2675. }
  2676. cluster.decal_sort[cluster.decal_count].instance = di;
  2677. cluster.decal_sort[cluster.decal_count].depth = distance;
  2678. cluster.decal_count++;
  2679. }
  2680. if (cluster.decal_count > 0) {
  2681. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2682. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2683. }
  2684. bool using_forward_ids = _uses_forward_ids();
  2685. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2686. DecalInstance *di = cluster.decal_sort[i].instance;
  2687. RID decal = di->decal;
  2688. if (using_forward_ids) {
  2689. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2690. }
  2691. di->cull_mask = storage->decal_get_cull_mask(decal);
  2692. Transform3D xform = di->transform;
  2693. float fade = 1.0;
  2694. if (storage->decal_is_distance_fade_enabled(decal)) {
  2695. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2696. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2697. float fade_length = storage->decal_get_distance_fade_length(decal);
  2698. if (distance > fade_begin) {
  2699. fade = 1.0 - (distance - fade_begin) / fade_length;
  2700. }
  2701. }
  2702. Cluster::DecalData &dd = cluster.decals[i];
  2703. Vector3 decal_extents = storage->decal_get_extents(decal);
  2704. Transform3D scale_xform;
  2705. scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
  2706. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2707. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  2708. Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
  2709. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2710. dd.normal[0] = normal.x;
  2711. dd.normal[1] = normal.y;
  2712. dd.normal[2] = normal.z;
  2713. dd.normal_fade = storage->decal_get_normal_fade(decal);
  2714. RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2715. RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2716. if (albedo_tex.is_valid()) {
  2717. Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
  2718. dd.albedo_rect[0] = rect.position.x;
  2719. dd.albedo_rect[1] = rect.position.y;
  2720. dd.albedo_rect[2] = rect.size.x;
  2721. dd.albedo_rect[3] = rect.size.y;
  2722. } else {
  2723. if (!emission_tex.is_valid()) {
  2724. continue; //no albedo, no emission, no decal.
  2725. }
  2726. dd.albedo_rect[0] = 0;
  2727. dd.albedo_rect[1] = 0;
  2728. dd.albedo_rect[2] = 0;
  2729. dd.albedo_rect[3] = 0;
  2730. }
  2731. RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2732. if (normal_tex.is_valid()) {
  2733. Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
  2734. dd.normal_rect[0] = rect.position.x;
  2735. dd.normal_rect[1] = rect.position.y;
  2736. dd.normal_rect[2] = rect.size.x;
  2737. dd.normal_rect[3] = rect.size.y;
  2738. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2739. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  2740. } else {
  2741. dd.normal_rect[0] = 0;
  2742. dd.normal_rect[1] = 0;
  2743. dd.normal_rect[2] = 0;
  2744. dd.normal_rect[3] = 0;
  2745. }
  2746. RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2747. if (orm_tex.is_valid()) {
  2748. Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
  2749. dd.orm_rect[0] = rect.position.x;
  2750. dd.orm_rect[1] = rect.position.y;
  2751. dd.orm_rect[2] = rect.size.x;
  2752. dd.orm_rect[3] = rect.size.y;
  2753. } else {
  2754. dd.orm_rect[0] = 0;
  2755. dd.orm_rect[1] = 0;
  2756. dd.orm_rect[2] = 0;
  2757. dd.orm_rect[3] = 0;
  2758. }
  2759. if (emission_tex.is_valid()) {
  2760. Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
  2761. dd.emission_rect[0] = rect.position.x;
  2762. dd.emission_rect[1] = rect.position.y;
  2763. dd.emission_rect[2] = rect.size.x;
  2764. dd.emission_rect[3] = rect.size.y;
  2765. } else {
  2766. dd.emission_rect[0] = 0;
  2767. dd.emission_rect[1] = 0;
  2768. dd.emission_rect[2] = 0;
  2769. dd.emission_rect[3] = 0;
  2770. }
  2771. Color modulate = storage->decal_get_modulate(decal);
  2772. dd.modulate[0] = modulate.r;
  2773. dd.modulate[1] = modulate.g;
  2774. dd.modulate[2] = modulate.b;
  2775. dd.modulate[3] = modulate.a * fade;
  2776. dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
  2777. dd.albedo_mix = storage->decal_get_albedo_mix(decal);
  2778. dd.mask = storage->decal_get_cull_mask(decal);
  2779. dd.upper_fade = storage->decal_get_upper_fade(decal);
  2780. dd.lower_fade = storage->decal_get_lower_fade(decal);
  2781. if (current_cluster_builder != nullptr) {
  2782. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2783. }
  2784. }
  2785. if (cluster.decal_count > 0) {
  2786. 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);
  2787. }
  2788. }
  2789. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  2790. ERR_FAIL_COND(!rb->volumetric_fog);
  2791. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  2792. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  2793. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  2794. if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  2795. RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
  2796. }
  2797. if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
  2798. RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
  2799. }
  2800. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2801. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  2802. }
  2803. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  2804. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  2805. }
  2806. memdelete(rb->volumetric_fog);
  2807. rb->volumetric_fog = nullptr;
  2808. }
  2809. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count) {
  2810. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  2811. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2812. ERR_FAIL_COND(!rb);
  2813. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  2814. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  2815. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  2816. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  2817. if (rb->volumetric_fog) {
  2818. //validate
  2819. if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
  2820. _volumetric_fog_erase(rb);
  2821. }
  2822. }
  2823. if (!env || !env->volumetric_fog_enabled) {
  2824. //no reason to enable or update, bye
  2825. return;
  2826. }
  2827. RENDER_TIMESTAMP(">Volumetric Fog");
  2828. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  2829. //required volumetric fog but not existing, create
  2830. rb->volumetric_fog = memnew(VolumetricFog);
  2831. rb->volumetric_fog->width = target_width;
  2832. rb->volumetric_fog->height = target_height;
  2833. rb->volumetric_fog->depth = volumetric_fog_depth;
  2834. RD::TextureFormat tf;
  2835. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2836. tf.width = target_width;
  2837. tf.height = target_height;
  2838. tf.depth = volumetric_fog_depth;
  2839. tf.texture_type = RD::TEXTURE_TYPE_3D;
  2840. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  2841. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2842. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2843. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2844. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  2845. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  2846. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2847. Vector<RD::Uniform> uniforms;
  2848. {
  2849. RD::Uniform u;
  2850. u.binding = 0;
  2851. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2852. u.ids.push_back(rb->volumetric_fog->fog_map);
  2853. uniforms.push_back(u);
  2854. }
  2855. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  2856. }
  2857. //update volumetric fog
  2858. if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  2859. //re create uniform set if needed
  2860. Vector<RD::Uniform> uniforms;
  2861. {
  2862. RD::Uniform u;
  2863. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2864. u.binding = 1;
  2865. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  2866. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  2867. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2868. } else {
  2869. u.ids.push_back(shadow_atlas->depth);
  2870. }
  2871. uniforms.push_back(u);
  2872. }
  2873. {
  2874. RD::Uniform u;
  2875. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2876. u.binding = 2;
  2877. if (directional_shadow.depth.is_valid()) {
  2878. u.ids.push_back(directional_shadow.depth);
  2879. } else {
  2880. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2881. }
  2882. uniforms.push_back(u);
  2883. }
  2884. {
  2885. RD::Uniform u;
  2886. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2887. u.binding = 3;
  2888. u.ids.push_back(get_omni_light_buffer());
  2889. uniforms.push_back(u);
  2890. }
  2891. {
  2892. RD::Uniform u;
  2893. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2894. u.binding = 4;
  2895. u.ids.push_back(get_spot_light_buffer());
  2896. uniforms.push_back(u);
  2897. }
  2898. {
  2899. RD::Uniform u;
  2900. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2901. u.binding = 5;
  2902. u.ids.push_back(get_directional_light_buffer());
  2903. uniforms.push_back(u);
  2904. }
  2905. {
  2906. RD::Uniform u;
  2907. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2908. u.binding = 6;
  2909. u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
  2910. uniforms.push_back(u);
  2911. }
  2912. {
  2913. RD::Uniform u;
  2914. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2915. u.binding = 7;
  2916. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2917. uniforms.push_back(u);
  2918. }
  2919. {
  2920. RD::Uniform u;
  2921. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2922. u.binding = 8;
  2923. u.ids.push_back(rb->volumetric_fog->light_density_map);
  2924. uniforms.push_back(u);
  2925. }
  2926. {
  2927. RD::Uniform u;
  2928. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2929. u.binding = 9;
  2930. u.ids.push_back(rb->volumetric_fog->fog_map);
  2931. uniforms.push_back(u);
  2932. }
  2933. {
  2934. RD::Uniform u;
  2935. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2936. u.binding = 10;
  2937. u.ids.push_back(shadow_sampler);
  2938. uniforms.push_back(u);
  2939. }
  2940. {
  2941. RD::Uniform u;
  2942. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2943. u.binding = 11;
  2944. u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  2945. uniforms.push_back(u);
  2946. }
  2947. {
  2948. RD::Uniform u;
  2949. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2950. u.binding = 12;
  2951. for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
  2952. u.ids.push_back(rb->gi.voxel_gi_textures[i]);
  2953. }
  2954. uniforms.push_back(u);
  2955. }
  2956. {
  2957. RD::Uniform u;
  2958. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2959. u.binding = 13;
  2960. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2961. uniforms.push_back(u);
  2962. }
  2963. {
  2964. RD::Uniform u;
  2965. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2966. u.binding = 14;
  2967. u.ids.push_back(volumetric_fog.params_ubo);
  2968. uniforms.push_back(u);
  2969. }
  2970. {
  2971. RD::Uniform u;
  2972. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2973. u.binding = 15;
  2974. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  2975. uniforms.push_back(u);
  2976. }
  2977. rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  2978. SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
  2979. rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  2980. }
  2981. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  2982. if (using_sdfgi) {
  2983. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2984. Vector<RD::Uniform> uniforms;
  2985. {
  2986. RD::Uniform u;
  2987. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2988. u.binding = 0;
  2989. u.ids.push_back(gi.sdfgi_ubo);
  2990. uniforms.push_back(u);
  2991. }
  2992. {
  2993. RD::Uniform u;
  2994. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2995. u.binding = 1;
  2996. u.ids.push_back(rb->sdfgi->ambient_texture);
  2997. uniforms.push_back(u);
  2998. }
  2999. {
  3000. RD::Uniform u;
  3001. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3002. u.binding = 2;
  3003. u.ids.push_back(rb->sdfgi->occlusion_texture);
  3004. uniforms.push_back(u);
  3005. }
  3006. rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
  3007. }
  3008. }
  3009. rb->volumetric_fog->length = env->volumetric_fog_length;
  3010. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  3011. VolumetricFogShader::ParamsUBO params;
  3012. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3013. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3014. float z_near = p_cam_projection.get_z_near();
  3015. float z_far = p_cam_projection.get_z_far();
  3016. float fog_end = env->volumetric_fog_length;
  3017. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3018. Vector2 fog_near_size;
  3019. if (p_cam_projection.is_orthogonal()) {
  3020. fog_near_size = fog_far_size;
  3021. } else {
  3022. fog_near_size = Vector2();
  3023. }
  3024. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3025. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3026. params.fog_frustum_size_end[0] = fog_far_size.x;
  3027. params.fog_frustum_size_end[1] = fog_far_size.y;
  3028. params.z_near = z_near;
  3029. params.z_far = z_far;
  3030. params.fog_frustum_end = fog_end;
  3031. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3032. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3033. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3034. params.directional_light_count = p_directional_light_count;
  3035. Color light = env->volumetric_fog_light.to_linear();
  3036. params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
  3037. params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
  3038. params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
  3039. params.base_density = env->volumetric_fog_density;
  3040. params.detail_spread = env->volumetric_fog_detail_spread;
  3041. params.gi_inject = env->volumetric_fog_gi_inject;
  3042. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  3043. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  3044. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  3045. params.cam_rotation[3] = 0;
  3046. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  3047. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  3048. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  3049. params.cam_rotation[7] = 0;
  3050. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  3051. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  3052. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  3053. params.cam_rotation[11] = 0;
  3054. params.filter_axis = 0;
  3055. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  3056. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3057. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3058. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3059. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3060. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3061. {
  3062. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  3063. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  3064. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  3065. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  3066. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
  3067. params.cluster_width = cluster_screen_width;
  3068. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  3069. params.screen_size[0] = rb->width;
  3070. params.screen_size[1] = rb->height;
  3071. }
  3072. /* Vector2 dssize = directional_shadow_get_size();
  3073. push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
  3074. push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
  3075. */
  3076. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  3077. RENDER_TIMESTAMP("Render Fog");
  3078. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3079. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3080. bool use_filter = volumetric_fog_filter_active;
  3081. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
  3082. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  3083. if (using_sdfgi) {
  3084. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3085. }
  3086. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3087. RD::get_singleton()->draw_command_end_label();
  3088. RD::get_singleton()->compute_list_end();
  3089. RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
  3090. compute_list = RD::get_singleton()->compute_list_begin();
  3091. if (use_filter) {
  3092. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  3093. RENDER_TIMESTAMP("Filter Fog");
  3094. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  3095. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  3096. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3097. RD::get_singleton()->compute_list_end();
  3098. //need restart for buffer update
  3099. params.filter_axis = 1;
  3100. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  3101. compute_list = RD::get_singleton()->compute_list_begin();
  3102. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  3103. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
  3104. if (using_sdfgi) {
  3105. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3106. }
  3107. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3108. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3109. RD::get_singleton()->draw_command_end_label();
  3110. }
  3111. RENDER_TIMESTAMP("Integrate Fog");
  3112. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  3113. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
  3114. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  3115. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  3116. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  3117. RENDER_TIMESTAMP("<Volumetric Fog");
  3118. RD::get_singleton()->draw_command_end_label();
  3119. rb->volumetric_fog->prev_cam_transform = p_cam_transform;
  3120. }
  3121. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3122. if (p_render_data->render_buffers.is_valid()) {
  3123. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  3124. if (rb->sdfgi != nullptr) {
  3125. return true;
  3126. }
  3127. }
  3128. return false;
  3129. }
  3130. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3131. if (p_render_data->render_buffers.is_valid()) {
  3132. if (p_use_gi) {
  3133. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  3134. ERR_FAIL_COND(rb == nullptr);
  3135. if (rb->sdfgi == nullptr) {
  3136. return;
  3137. }
  3138. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
  3139. rb->sdfgi->update_probes(env, sky.sky_owner.getornull(env->sky));
  3140. }
  3141. }
  3142. }
  3143. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3144. if (p_render_data->render_buffers.is_valid()) {
  3145. if (p_use_gi) {
  3146. RD::get_singleton()->compute_list_end();
  3147. }
  3148. }
  3149. }
  3150. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
  3151. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  3152. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  3153. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  3154. ERR_FAIL_COND(rb == nullptr);
  3155. if (rb->sdfgi != nullptr) {
  3156. rb->sdfgi->store_probes();
  3157. }
  3158. }
  3159. render_state.cube_shadows.clear();
  3160. render_state.shadows.clear();
  3161. render_state.directional_shadows.clear();
  3162. Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
  3163. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  3164. {
  3165. for (int i = 0; i < render_state.render_shadow_count; i++) {
  3166. LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light);
  3167. if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  3168. render_state.directional_shadows.push_back(i);
  3169. } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3170. render_state.cube_shadows.push_back(i);
  3171. } else {
  3172. render_state.shadows.push_back(i);
  3173. }
  3174. }
  3175. //cube shadows are rendered in their own way
  3176. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  3177. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
  3178. }
  3179. if (render_state.directional_shadows.size()) {
  3180. //open the pass for directional shadows
  3181. _update_directional_shadow_atlas();
  3182. 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);
  3183. RD::get_singleton()->draw_list_end();
  3184. }
  3185. }
  3186. // Render GI
  3187. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  3188. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  3189. if (render_shadows && render_gi) {
  3190. RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
  3191. } else if (render_shadows) {
  3192. RENDER_TIMESTAMP("Render Shadows");
  3193. } else if (render_gi) {
  3194. RENDER_TIMESTAMP("Render GI");
  3195. }
  3196. //prepare shadow rendering
  3197. if (render_shadows) {
  3198. _render_shadow_begin();
  3199. //render directional shadows
  3200. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  3201. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  3202. }
  3203. //render positional shadows
  3204. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  3205. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  3206. }
  3207. _render_shadow_process();
  3208. }
  3209. //start GI
  3210. if (render_gi) {
  3211. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  3212. }
  3213. //Do shadow rendering (in parallel with GI)
  3214. if (render_shadows) {
  3215. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  3216. }
  3217. if (render_gi) {
  3218. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  3219. }
  3220. if (p_render_data->render_buffers.is_valid()) {
  3221. if (p_use_ssao) {
  3222. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
  3223. }
  3224. }
  3225. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  3226. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  3227. if (current_cluster_builder) {
  3228. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  3229. }
  3230. bool using_shadows = true;
  3231. if (p_render_data->reflection_probe.is_valid()) {
  3232. if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  3233. using_shadows = false;
  3234. }
  3235. } else {
  3236. //do not render reflections when rendering a reflection probe
  3237. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  3238. }
  3239. uint32_t directional_light_count = 0;
  3240. uint32_t positional_light_count = 0;
  3241. _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);
  3242. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  3243. p_render_data->directional_light_count = directional_light_count;
  3244. if (current_cluster_builder) {
  3245. current_cluster_builder->bake_cluster();
  3246. }
  3247. if (p_render_data->render_buffers.is_valid()) {
  3248. bool directional_shadows = false;
  3249. for (uint32_t i = 0; i < directional_light_count; i++) {
  3250. if (cluster.directional_lights[i].shadow_enabled) {
  3251. directional_shadows = true;
  3252. break;
  3253. }
  3254. }
  3255. if (is_volumetric_supported()) {
  3256. _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count);
  3257. }
  3258. }
  3259. }
  3260. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  3261. // getting this here now so we can direct call a bunch of things more easily
  3262. RenderBuffers *rb = nullptr;
  3263. if (p_render_buffers.is_valid()) {
  3264. rb = render_buffers_owner.getornull(p_render_buffers);
  3265. ERR_FAIL_COND(!rb);
  3266. }
  3267. //assign render data
  3268. RenderDataRD render_data;
  3269. {
  3270. render_data.render_buffers = p_render_buffers;
  3271. // Our first camera is used by default
  3272. render_data.cam_transform = p_camera_data->main_transform;
  3273. render_data.cam_projection = p_camera_data->main_projection;
  3274. render_data.view_projection[0] = p_camera_data->main_projection;
  3275. render_data.cam_ortogonal = p_camera_data->is_ortogonal;
  3276. render_data.view_count = p_camera_data->view_count;
  3277. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3278. render_data.view_projection[v] = p_camera_data->view_projection[v];
  3279. }
  3280. render_data.z_near = p_camera_data->main_projection.get_z_near();
  3281. render_data.z_far = p_camera_data->main_projection.get_z_far();
  3282. render_data.instances = &p_instances;
  3283. render_data.lights = &p_lights;
  3284. render_data.reflection_probes = &p_reflection_probes;
  3285. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  3286. render_data.decals = &p_decals;
  3287. render_data.lightmaps = &p_lightmaps;
  3288. render_data.environment = p_environment;
  3289. render_data.camera_effects = p_camera_effects;
  3290. render_data.shadow_atlas = p_shadow_atlas;
  3291. render_data.reflection_atlas = p_reflection_atlas;
  3292. render_data.reflection_probe = p_reflection_probe;
  3293. render_data.reflection_probe_pass = p_reflection_probe_pass;
  3294. // this should be the same for all cameras..
  3295. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  3296. render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z));
  3297. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  3298. render_data.screen_lod_threshold = 0.0;
  3299. } else {
  3300. render_data.screen_lod_threshold = p_screen_lod_threshold;
  3301. }
  3302. render_state.render_shadows = p_render_shadows;
  3303. render_state.render_shadow_count = p_render_shadow_count;
  3304. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3305. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3306. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3307. render_data.render_info = r_render_info;
  3308. }
  3309. PagedArray<RID> empty;
  3310. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3311. render_data.lights = &empty;
  3312. render_data.reflection_probes = &empty;
  3313. render_data.voxel_gi_instances = &empty;
  3314. }
  3315. //sdfgi first
  3316. if (rb != nullptr && rb->sdfgi != nullptr) {
  3317. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3318. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  3319. }
  3320. if (render_state.sdfgi_update_data->update_static) {
  3321. 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);
  3322. }
  3323. }
  3324. Color clear_color;
  3325. if (p_render_buffers.is_valid()) {
  3326. clear_color = storage->render_target_get_clear_request_color(rb->render_target);
  3327. } else {
  3328. clear_color = storage->get_default_clear_color();
  3329. }
  3330. //assign render indices to voxel_gi_instances
  3331. if (is_dynamic_gi_supported()) {
  3332. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3333. RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.getornull(p_voxel_gi_instances[i]);
  3334. if (voxel_gi_inst) {
  3335. voxel_gi_inst->render_index = i;
  3336. }
  3337. }
  3338. }
  3339. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3340. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3341. current_cluster_builder = rb->cluster_builder;
  3342. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3343. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_data.reflection_probe);
  3344. ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas);
  3345. if (!ra) {
  3346. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3347. current_cluster_builder = nullptr;
  3348. } else {
  3349. current_cluster_builder = ra->cluster_builder;
  3350. }
  3351. } else {
  3352. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  3353. current_cluster_builder = nullptr;
  3354. }
  3355. render_state.voxel_gi_count = 0;
  3356. if (rb != nullptr && is_dynamic_gi_supported()) {
  3357. if (rb->sdfgi) {
  3358. rb->sdfgi->update_cascades();
  3359. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  3360. rb->sdfgi->update_light();
  3361. }
  3362. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  3363. }
  3364. render_state.depth_prepass_used = false;
  3365. //calls _pre_opaque_render between depth pre-pass and opaque pass
  3366. if (current_cluster_builder != nullptr) {
  3367. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  3368. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  3369. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  3370. }
  3371. _render_scene(&render_data, clear_color);
  3372. if (p_render_buffers.is_valid()) {
  3373. /*
  3374. _debug_draw_cluster(p_render_buffers);
  3375. RENDER_TIMESTAMP("Tonemap");
  3376. _render_buffers_post_process_and_tonemap(&render_data);
  3377. */
  3378. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  3379. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  3380. rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
  3381. }
  3382. }
  3383. }
  3384. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  3385. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  3386. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  3387. 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) {
  3388. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  3389. switch (dd) {
  3390. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  3391. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  3392. break;
  3393. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  3394. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  3395. break;
  3396. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  3397. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  3398. break;
  3399. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  3400. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  3401. break;
  3402. default: {
  3403. }
  3404. }
  3405. current_cluster_builder->debug(elem_type);
  3406. }
  3407. }
  3408. }
  3409. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  3410. LightInstance *light_instance = light_instance_owner.getornull(p_light);
  3411. ERR_FAIL_COND(!light_instance);
  3412. Rect2i atlas_rect;
  3413. uint32_t atlas_size;
  3414. RID atlas_fb;
  3415. bool using_dual_paraboloid = false;
  3416. bool using_dual_paraboloid_flip = false;
  3417. Vector2i dual_paraboloid_offset;
  3418. RID render_fb;
  3419. RID render_texture;
  3420. float zfar;
  3421. bool use_pancake = false;
  3422. bool render_cubemap = false;
  3423. bool finalize_cubemap = false;
  3424. bool flip_y = false;
  3425. CameraMatrix light_projection;
  3426. Transform3D light_transform;
  3427. if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  3428. //set pssm stuff
  3429. if (light_instance->last_scene_shadow_pass != scene_pass) {
  3430. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  3431. directional_shadow.current_light++;
  3432. light_instance->last_scene_shadow_pass = scene_pass;
  3433. }
  3434. use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  3435. light_projection = light_instance->shadow_transform[p_pass].camera;
  3436. light_transform = light_instance->shadow_transform[p_pass].transform;
  3437. atlas_rect.position.x = light_instance->directional_rect.position.x;
  3438. atlas_rect.position.y = light_instance->directional_rect.position.y;
  3439. atlas_rect.size.width = light_instance->directional_rect.size.x;
  3440. atlas_rect.size.height = light_instance->directional_rect.size.y;
  3441. if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3442. atlas_rect.size.width /= 2;
  3443. atlas_rect.size.height /= 2;
  3444. if (p_pass == 1) {
  3445. atlas_rect.position.x += atlas_rect.size.width;
  3446. } else if (p_pass == 2) {
  3447. atlas_rect.position.y += atlas_rect.size.height;
  3448. } else if (p_pass == 3) {
  3449. atlas_rect.position.x += atlas_rect.size.width;
  3450. atlas_rect.position.y += atlas_rect.size.height;
  3451. }
  3452. } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3453. atlas_rect.size.height /= 2;
  3454. if (p_pass == 0) {
  3455. } else {
  3456. atlas_rect.position.y += atlas_rect.size.height;
  3457. }
  3458. }
  3459. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  3460. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  3461. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  3462. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3463. render_fb = directional_shadow.fb;
  3464. render_texture = RID();
  3465. flip_y = true;
  3466. } else {
  3467. //set from shadow atlas
  3468. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  3469. ERR_FAIL_COND(!shadow_atlas);
  3470. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  3471. _update_shadow_atlas(shadow_atlas);
  3472. uint32_t key = shadow_atlas->shadow_owners[p_light];
  3473. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3474. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3475. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  3476. uint32_t quadrant_size = shadow_atlas->size >> 1;
  3477. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  3478. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  3479. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  3480. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3481. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3482. atlas_rect.size.width = shadow_size;
  3483. atlas_rect.size.height = shadow_size;
  3484. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3485. if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  3486. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  3487. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  3488. if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3489. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  3490. render_fb = cubemap->side_fb[p_pass];
  3491. render_texture = cubemap->cubemap;
  3492. light_projection = light_instance->shadow_transform[p_pass].camera;
  3493. light_transform = light_instance->shadow_transform[p_pass].transform;
  3494. render_cubemap = true;
  3495. finalize_cubemap = p_pass == 5;
  3496. atlas_fb = shadow_atlas->fb;
  3497. atlas_size = shadow_atlas->size;
  3498. if (p_pass == 0) {
  3499. _render_shadow_begin();
  3500. }
  3501. } else {
  3502. atlas_rect.position.x += 1;
  3503. atlas_rect.position.y += 1;
  3504. atlas_rect.size.x -= 2;
  3505. atlas_rect.size.y -= 2;
  3506. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  3507. light_projection = light_instance->shadow_transform[0].camera;
  3508. light_transform = light_instance->shadow_transform[0].transform;
  3509. using_dual_paraboloid = true;
  3510. using_dual_paraboloid_flip = p_pass == 1;
  3511. render_fb = shadow_atlas->fb;
  3512. flip_y = true;
  3513. }
  3514. } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  3515. light_projection = light_instance->shadow_transform[0].camera;
  3516. light_transform = light_instance->shadow_transform[0].transform;
  3517. render_fb = shadow_atlas->fb;
  3518. flip_y = true;
  3519. }
  3520. }
  3521. if (render_cubemap) {
  3522. //rendering to cubemap
  3523. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  3524. if (finalize_cubemap) {
  3525. _render_shadow_process();
  3526. _render_shadow_end();
  3527. //reblit
  3528. Rect2 atlas_rect_norm = atlas_rect;
  3529. atlas_rect_norm.position.x /= float(atlas_size);
  3530. atlas_rect_norm.position.y /= float(atlas_size);
  3531. atlas_rect_norm.size.x /= float(atlas_size);
  3532. atlas_rect_norm.size.y /= float(atlas_size);
  3533. storage->get_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);
  3534. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  3535. storage->get_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);
  3536. //restore transform so it can be properly used
  3537. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  3538. }
  3539. } else {
  3540. //render shadow
  3541. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  3542. }
  3543. }
  3544. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  3545. _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
  3546. }
  3547. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  3548. ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
  3549. Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  3550. CameraMatrix cm;
  3551. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  3552. Vector3 cam_pos = p_transform.origin;
  3553. cam_pos.y += extents.y;
  3554. Transform3D cam_xform;
  3555. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  3556. RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
  3557. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  3558. }
  3559. bool RendererSceneRenderRD::free(RID p_rid) {
  3560. if (render_buffers_owner.owns(p_rid)) {
  3561. RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
  3562. _free_render_buffer_data(rb);
  3563. memdelete(rb->data);
  3564. if (rb->sdfgi) {
  3565. rb->sdfgi->erase();
  3566. memdelete(rb->sdfgi);
  3567. rb->sdfgi = nullptr;
  3568. }
  3569. if (rb->volumetric_fog) {
  3570. _volumetric_fog_erase(rb);
  3571. }
  3572. if (rb->cluster_builder) {
  3573. memdelete(rb->cluster_builder);
  3574. }
  3575. render_buffers_owner.free(p_rid);
  3576. } else if (environment_owner.owns(p_rid)) {
  3577. //not much to delete, just free it
  3578. environment_owner.free(p_rid);
  3579. } else if (camera_effects_owner.owns(p_rid)) {
  3580. //not much to delete, just free it
  3581. camera_effects_owner.free(p_rid);
  3582. } else if (reflection_atlas_owner.owns(p_rid)) {
  3583. reflection_atlas_set_size(p_rid, 0, 0);
  3584. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_rid);
  3585. if (ra->cluster_builder) {
  3586. memdelete(ra->cluster_builder);
  3587. }
  3588. reflection_atlas_owner.free(p_rid);
  3589. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  3590. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
  3591. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  3592. reflection_probe_release_atlas_index(p_rid);
  3593. reflection_probe_instance_owner.free(p_rid);
  3594. } else if (decal_instance_owner.owns(p_rid)) {
  3595. DecalInstance *di = decal_instance_owner.getornull(p_rid);
  3596. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  3597. decal_instance_owner.free(p_rid);
  3598. } else if (lightmap_instance_owner.owns(p_rid)) {
  3599. lightmap_instance_owner.free(p_rid);
  3600. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  3601. RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.getornull(p_rid);
  3602. if (voxel_gi->texture.is_valid()) {
  3603. RD::get_singleton()->free(voxel_gi->texture);
  3604. RD::get_singleton()->free(voxel_gi->write_buffer);
  3605. }
  3606. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  3607. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  3608. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  3609. }
  3610. gi.voxel_gi_instance_owner.free(p_rid);
  3611. } else if (sky.sky_owner.owns(p_rid)) {
  3612. sky.update_dirty_skys();
  3613. sky.free_sky(p_rid);
  3614. } else if (light_instance_owner.owns(p_rid)) {
  3615. LightInstance *light_instance = light_instance_owner.getornull(p_rid);
  3616. //remove from shadow atlases..
  3617. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
  3618. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get());
  3619. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  3620. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  3621. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3622. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3623. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  3624. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  3625. // Omni lights use two atlas spots, make sure to clear the other as well
  3626. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  3627. }
  3628. shadow_atlas->shadow_owners.erase(p_rid);
  3629. }
  3630. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  3631. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  3632. }
  3633. light_instance_owner.free(p_rid);
  3634. } else if (shadow_atlas_owner.owns(p_rid)) {
  3635. shadow_atlas_set_size(p_rid, 0);
  3636. shadow_atlas_owner.free(p_rid);
  3637. } else {
  3638. return false;
  3639. }
  3640. return true;
  3641. }
  3642. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  3643. debug_draw = p_debug_draw;
  3644. }
  3645. void RendererSceneRenderRD::update() {
  3646. sky.update_dirty_skys();
  3647. }
  3648. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  3649. time = p_time;
  3650. time_step = p_step;
  3651. }
  3652. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  3653. screen_space_roughness_limiter = p_enable;
  3654. screen_space_roughness_limiter_amount = p_amount;
  3655. screen_space_roughness_limiter_limit = p_limit;
  3656. }
  3657. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  3658. return screen_space_roughness_limiter;
  3659. }
  3660. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  3661. return screen_space_roughness_limiter_amount;
  3662. }
  3663. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  3664. return screen_space_roughness_limiter_limit;
  3665. }
  3666. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3667. RD::TextureFormat tf;
  3668. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3669. tf.width = p_image_size.width; // Always 64x64
  3670. tf.height = p_image_size.height;
  3671. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3672. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3673. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3674. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3675. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3676. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3677. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3678. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3679. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3680. 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;
  3681. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3682. Vector<RID> fb_tex;
  3683. fb_tex.push_back(albedo_alpha_tex);
  3684. fb_tex.push_back(normal_tex);
  3685. fb_tex.push_back(orm_tex);
  3686. fb_tex.push_back(emission_tex);
  3687. fb_tex.push_back(depth_write_tex);
  3688. fb_tex.push_back(depth_tex);
  3689. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  3690. //RID sampled_light;
  3691. GeometryInstance *gi = geometry_instance_create(p_base);
  3692. uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
  3693. Vector<RID> materials;
  3694. materials.resize(sc);
  3695. for (uint32_t i = 0; i < sc; i++) {
  3696. if (i < (uint32_t)p_material_overrides.size()) {
  3697. materials.write[i] = p_material_overrides[i];
  3698. }
  3699. }
  3700. geometry_instance_set_surface_materials(gi, materials);
  3701. if (cull_argument.size() == 0) {
  3702. cull_argument.push_back(nullptr);
  3703. }
  3704. cull_argument[0] = gi;
  3705. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  3706. geometry_instance_free(gi);
  3707. TypedArray<Image> ret;
  3708. {
  3709. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  3710. Ref<Image> img;
  3711. img.instantiate();
  3712. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3713. RD::get_singleton()->free(albedo_alpha_tex);
  3714. ret.push_back(img);
  3715. }
  3716. {
  3717. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  3718. Ref<Image> img;
  3719. img.instantiate();
  3720. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3721. RD::get_singleton()->free(normal_tex);
  3722. ret.push_back(img);
  3723. }
  3724. {
  3725. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  3726. Ref<Image> img;
  3727. img.instantiate();
  3728. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3729. RD::get_singleton()->free(orm_tex);
  3730. ret.push_back(img);
  3731. }
  3732. {
  3733. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  3734. Ref<Image> img;
  3735. img.instantiate();
  3736. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  3737. RD::get_singleton()->free(emission_tex);
  3738. ret.push_back(img);
  3739. }
  3740. RD::get_singleton()->free(depth_write_tex);
  3741. RD::get_singleton()->free(depth_tex);
  3742. return ret;
  3743. }
  3744. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  3745. gi.sdfgi_debug_probe_pos = p_position;
  3746. gi.sdfgi_debug_probe_dir = p_dir;
  3747. }
  3748. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  3749. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  3750. return cluster.reflection_buffer;
  3751. }
  3752. RID RendererSceneRenderRD::get_omni_light_buffer() {
  3753. return cluster.omni_light_buffer;
  3754. }
  3755. RID RendererSceneRenderRD::get_spot_light_buffer() {
  3756. return cluster.spot_light_buffer;
  3757. }
  3758. RID RendererSceneRenderRD::get_directional_light_buffer() {
  3759. return cluster.directional_light_buffer;
  3760. }
  3761. RID RendererSceneRenderRD::get_decal_buffer() {
  3762. return cluster.decal_buffer;
  3763. }
  3764. int RendererSceneRenderRD::get_max_directional_lights() const {
  3765. return cluster.max_directional_lights;
  3766. }
  3767. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  3768. // usable by default (unless low end = true)
  3769. return true;
  3770. }
  3771. bool RendererSceneRenderRD::is_clustered_enabled() const {
  3772. // used by default.
  3773. return true;
  3774. }
  3775. bool RendererSceneRenderRD::is_volumetric_supported() const {
  3776. // usable by default (unless low end = true)
  3777. return true;
  3778. }
  3779. uint32_t RendererSceneRenderRD::get_max_elements() const {
  3780. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  3781. }
  3782. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  3783. storage = p_storage;
  3784. singleton = this;
  3785. }
  3786. void RendererSceneRenderRD::init() {
  3787. max_cluster_elements = get_max_elements();
  3788. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  3789. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  3790. /* SKY SHADER */
  3791. sky.init(storage);
  3792. /* GI */
  3793. if (is_dynamic_gi_supported()) {
  3794. gi.init(storage, &sky);
  3795. }
  3796. { //decals
  3797. cluster.max_decals = max_cluster_elements;
  3798. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  3799. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  3800. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  3801. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  3802. }
  3803. { //reflections
  3804. cluster.max_reflections = max_cluster_elements;
  3805. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  3806. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  3807. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  3808. }
  3809. { //lights
  3810. cluster.max_lights = max_cluster_elements;
  3811. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  3812. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3813. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3814. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3815. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3816. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3817. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3818. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  3819. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  3820. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  3821. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  3822. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  3823. }
  3824. if (is_volumetric_supported()) {
  3825. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  3826. Vector<String> volumetric_fog_modes;
  3827. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  3828. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  3829. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  3830. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  3831. volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
  3832. volumetric_fog.shader_version = volumetric_fog.shader.version_create();
  3833. for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
  3834. volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
  3835. }
  3836. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  3837. }
  3838. {
  3839. RD::SamplerState sampler;
  3840. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  3841. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  3842. sampler.enable_compare = true;
  3843. sampler.compare_op = RD::COMPARE_OP_LESS;
  3844. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  3845. }
  3846. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  3847. 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"));
  3848. 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"));
  3849. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  3850. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  3851. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  3852. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  3853. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  3854. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  3855. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  3856. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  3857. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  3858. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  3859. directional_soft_shadow_kernel = memnew_arr(float, 128);
  3860. penumbra_shadow_kernel = memnew_arr(float, 128);
  3861. soft_shadow_kernel = memnew_arr(float, 128);
  3862. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  3863. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  3864. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  3865. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  3866. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  3867. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  3868. cull_argument.set_page_pool(&cull_argument_pool);
  3869. }
  3870. RendererSceneRenderRD::~RendererSceneRenderRD() {
  3871. for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
  3872. RD::get_singleton()->free(E->get().cubemap);
  3873. }
  3874. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  3875. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  3876. }
  3877. if (is_dynamic_gi_supported()) {
  3878. gi.free();
  3879. volumetric_fog.shader.version_free(volumetric_fog.shader_version);
  3880. RD::get_singleton()->free(volumetric_fog.params_ubo);
  3881. }
  3882. RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  3883. sky.sky_shader.shader.version_free(md->shader_data->version);
  3884. RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
  3885. RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
  3886. memdelete_arr(sky.sky_scene_state.directional_lights);
  3887. memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
  3888. storage->free(sky.sky_shader.default_shader);
  3889. storage->free(sky.sky_shader.default_material);
  3890. storage->free(sky.sky_scene_state.fog_shader);
  3891. storage->free(sky.sky_scene_state.fog_material);
  3892. memdelete_arr(directional_penumbra_shadow_kernel);
  3893. memdelete_arr(directional_soft_shadow_kernel);
  3894. memdelete_arr(penumbra_shadow_kernel);
  3895. memdelete_arr(soft_shadow_kernel);
  3896. {
  3897. RD::get_singleton()->free(cluster.directional_light_buffer);
  3898. RD::get_singleton()->free(cluster.omni_light_buffer);
  3899. RD::get_singleton()->free(cluster.spot_light_buffer);
  3900. RD::get_singleton()->free(cluster.reflection_buffer);
  3901. RD::get_singleton()->free(cluster.decal_buffer);
  3902. memdelete_arr(cluster.directional_lights);
  3903. memdelete_arr(cluster.omni_lights);
  3904. memdelete_arr(cluster.spot_lights);
  3905. memdelete_arr(cluster.omni_light_sort);
  3906. memdelete_arr(cluster.spot_light_sort);
  3907. memdelete_arr(cluster.reflections);
  3908. memdelete_arr(cluster.reflection_sort);
  3909. memdelete_arr(cluster.decals);
  3910. memdelete_arr(cluster.decal_sort);
  3911. }
  3912. RD::get_singleton()->free(shadow_sampler);
  3913. directional_shadow_atlas_set_size(0);
  3914. cull_argument.reset(); //avoid exit error
  3915. }