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