renderer_scene_render_rd.cpp 181 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/rendering_server_default.h"
  35. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  36. const float golden_angle = 2.4;
  37. for (int i = 0; i < p_sample_count; i++) {
  38. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  39. float theta = float(i) * golden_angle;
  40. r_kernel[i * 4] = Math::cos(theta) * r;
  41. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  42. }
  43. }
  44. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  45. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  46. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  47. bool needs_sdfgi = env && env->sdfgi_enabled;
  48. if (!needs_sdfgi) {
  49. if (rb->sdfgi != nullptr) {
  50. //erase it
  51. rb->sdfgi->erase();
  52. memdelete(rb->sdfgi);
  53. rb->sdfgi = nullptr;
  54. }
  55. return;
  56. }
  57. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  58. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  59. if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  60. //configuration changed, erase
  61. rb->sdfgi->erase();
  62. memdelete(rb->sdfgi);
  63. rb->sdfgi = nullptr;
  64. }
  65. RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
  66. if (sdfgi == nullptr) {
  67. // re-create
  68. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  69. } else {
  70. //check for updates
  71. rb->sdfgi->update(env, p_world_position);
  72. }
  73. }
  74. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  75. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  76. ERR_FAIL_COND_V(rb == nullptr, 0);
  77. if (rb->sdfgi == nullptr) {
  78. return 0;
  79. }
  80. int dirty_count = 0;
  81. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  82. const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  83. if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
  84. dirty_count++;
  85. } else {
  86. for (int j = 0; j < 3; j++) {
  87. if (c.dirty_regions[j] != 0) {
  88. dirty_count++;
  89. }
  90. }
  91. }
  92. }
  93. return dirty_count;
  94. }
  95. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  96. AABB bounds;
  97. Vector3i from;
  98. Vector3i size;
  99. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  100. ERR_FAIL_COND_V(rb == nullptr, AABB());
  101. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  102. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  103. ERR_FAIL_COND_V(c == -1, AABB());
  104. return bounds;
  105. }
  106. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  107. AABB bounds;
  108. Vector3i from;
  109. Vector3i size;
  110. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  111. ERR_FAIL_COND_V(rb == nullptr, -1);
  112. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  113. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  114. }
  115. RID RendererSceneRenderRD::sky_allocate() {
  116. return sky.allocate_sky_rid();
  117. }
  118. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  119. sky.initialize_sky_rid(p_rid);
  120. }
  121. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  122. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  123. }
  124. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  125. sky.sky_set_mode(p_sky, p_mode);
  126. }
  127. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  128. sky.sky_set_material(p_sky, p_material);
  129. }
  130. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  131. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  132. }
  133. RID RendererSceneRenderRD::environment_allocate() {
  134. return environment_owner.allocate_rid();
  135. }
  136. void RendererSceneRenderRD::environment_initialize(RID p_rid) {
  137. environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
  138. }
  139. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  140. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  141. ERR_FAIL_COND(!env);
  142. env->background = p_bg;
  143. }
  144. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  145. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  146. ERR_FAIL_COND(!env);
  147. env->sky = p_sky;
  148. }
  149. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  150. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  151. ERR_FAIL_COND(!env);
  152. env->sky_custom_fov = p_scale;
  153. }
  154. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  155. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  156. ERR_FAIL_COND(!env);
  157. env->sky_orientation = p_orientation;
  158. }
  159. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  160. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  161. ERR_FAIL_COND(!env);
  162. env->bg_color = p_color;
  163. }
  164. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  165. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  166. ERR_FAIL_COND(!env);
  167. env->bg_energy = p_energy;
  168. }
  169. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  170. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  171. ERR_FAIL_COND(!env);
  172. env->canvas_max_layer = p_max_layer;
  173. }
  174. void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
  175. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  176. ERR_FAIL_COND(!env);
  177. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source, p_ao_color);
  178. }
  179. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  180. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  181. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  182. return env->background;
  183. }
  184. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  185. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  186. ERR_FAIL_COND_V(!env, RID());
  187. return env->sky;
  188. }
  189. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  190. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  191. ERR_FAIL_COND_V(!env, 0);
  192. return env->sky_custom_fov;
  193. }
  194. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  195. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  196. ERR_FAIL_COND_V(!env, Basis());
  197. return env->sky_orientation;
  198. }
  199. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  200. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  201. ERR_FAIL_COND_V(!env, Color());
  202. return env->bg_color;
  203. }
  204. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  205. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  206. ERR_FAIL_COND_V(!env, 0);
  207. return env->bg_energy;
  208. }
  209. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  210. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  211. ERR_FAIL_COND_V(!env, 0);
  212. return env->canvas_max_layer;
  213. }
  214. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  215. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  216. ERR_FAIL_COND_V(!env, Color());
  217. return env->ambient_light;
  218. }
  219. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  220. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  221. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  222. return env->ambient_source;
  223. }
  224. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  225. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  226. ERR_FAIL_COND_V(!env, 0);
  227. return env->ambient_light_energy;
  228. }
  229. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  230. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  231. ERR_FAIL_COND_V(!env, 0);
  232. return env->ambient_sky_contribution;
  233. }
  234. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  235. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  236. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  237. return env->reflection_source;
  238. }
  239. Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
  240. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  241. ERR_FAIL_COND_V(!env, Color());
  242. return env->ao_color;
  243. }
  244. void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
  245. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  246. ERR_FAIL_COND(!env);
  247. env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
  248. }
  249. void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
  250. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  251. ERR_FAIL_COND(!env);
  252. env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap);
  253. }
  254. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  255. glow_bicubic_upscale = p_enable;
  256. }
  257. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  258. glow_high_quality = p_enable;
  259. }
  260. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  261. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  262. ERR_FAIL_COND(!env);
  263. if (!is_dynamic_gi_supported()) {
  264. return;
  265. }
  266. env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
  267. }
  268. void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
  269. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  270. ERR_FAIL_COND(!env);
  271. env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective);
  272. }
  273. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  274. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  275. ERR_FAIL_COND_V(!env, false);
  276. return env->fog_enabled;
  277. }
  278. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  279. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  280. ERR_FAIL_COND_V(!env, Color());
  281. return env->fog_light_color;
  282. }
  283. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  284. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  285. ERR_FAIL_COND_V(!env, 0);
  286. return env->fog_light_energy;
  287. }
  288. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  289. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  290. ERR_FAIL_COND_V(!env, 0);
  291. return env->fog_sun_scatter;
  292. }
  293. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  294. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  295. ERR_FAIL_COND_V(!env, 0);
  296. return env->fog_density;
  297. }
  298. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  299. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  300. ERR_FAIL_COND_V(!env, 0);
  301. return env->fog_height;
  302. }
  303. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  304. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  305. ERR_FAIL_COND_V(!env, 0);
  306. return env->fog_height_density;
  307. }
  308. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  309. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  310. ERR_FAIL_COND_V(!env, 0);
  311. return env->fog_aerial_perspective;
  312. }
  313. void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
  314. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  315. ERR_FAIL_COND(!env);
  316. if (!is_volumetric_supported()) {
  317. return;
  318. }
  319. env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
  320. }
  321. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  322. volumetric_fog_size = p_size;
  323. volumetric_fog_depth = p_depth;
  324. }
  325. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  326. volumetric_fog_filter_active = p_enable;
  327. }
  328. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  329. gi.sdfgi_ray_count = p_ray_count;
  330. }
  331. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  332. gi.sdfgi_frames_to_converge = p_frames;
  333. }
  334. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  335. gi.sdfgi_frames_to_update_light = p_update;
  336. }
  337. void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
  338. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  339. ERR_FAIL_COND(!env);
  340. env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
  341. }
  342. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  343. ssr_roughness_quality = p_quality;
  344. }
  345. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  346. return ssr_roughness_quality;
  347. }
  348. void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
  349. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  350. ERR_FAIL_COND(!env);
  351. env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
  352. }
  353. void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  354. ssao_quality = p_quality;
  355. ssao_half_size = p_half_size;
  356. ssao_adaptive_target = p_adaptive_target;
  357. ssao_blur_passes = p_blur_passes;
  358. ssao_fadeout_from = p_fadeout_from;
  359. ssao_fadeout_to = p_fadeout_to;
  360. }
  361. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  362. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  363. ERR_FAIL_COND_V(!env, false);
  364. return env->ssao_enabled;
  365. }
  366. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  367. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  368. ERR_FAIL_COND_V(!env, 0.0);
  369. return env->ssao_ao_channel_affect;
  370. }
  371. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  372. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  373. ERR_FAIL_COND_V(!env, 0.0);
  374. return env->ssao_direct_light_affect;
  375. }
  376. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  377. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  378. ERR_FAIL_COND_V(!env, false);
  379. return env->ssr_enabled;
  380. }
  381. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  382. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  383. ERR_FAIL_COND_V(!env, false);
  384. return env->sdfgi_enabled;
  385. }
  386. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  387. return environment_owner.owns(p_env);
  388. }
  389. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  390. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  391. ERR_FAIL_COND_V(!env, Ref<Image>());
  392. if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
  393. return Ref<Image>(); //nothing to bake
  394. }
  395. if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
  396. Color color;
  397. if (env->background == RS::ENV_BG_CLEAR_COLOR) {
  398. color = storage->get_default_clear_color();
  399. } else {
  400. color = env->bg_color;
  401. }
  402. color.r *= env->bg_energy;
  403. color.g *= env->bg_energy;
  404. color.b *= env->bg_energy;
  405. Ref<Image> ret;
  406. ret.instantiate();
  407. ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  408. for (int i = 0; i < p_size.width; i++) {
  409. for (int j = 0; j < p_size.height; j++) {
  410. ret->set_pixel(i, j, color);
  411. }
  412. }
  413. return ret;
  414. }
  415. if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
  416. return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  417. }
  418. return Ref<Image>();
  419. }
  420. ////////////////////////////////////////////////////////////
  421. RID RendererSceneRenderRD::reflection_atlas_create() {
  422. ReflectionAtlas ra;
  423. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  424. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  425. if (is_clustered_enabled()) {
  426. ra.cluster_builder = memnew(ClusterBuilderRD);
  427. ra.cluster_builder->set_shared(&cluster_builder_shared);
  428. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  429. } else {
  430. ra.cluster_builder = nullptr;
  431. }
  432. return reflection_atlas_owner.make_rid(ra);
  433. }
  434. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  435. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  436. ERR_FAIL_COND(!ra);
  437. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  438. return; //no changes
  439. }
  440. if (ra->cluster_builder) {
  441. // only if we're using our cluster
  442. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  443. }
  444. ra->size = p_reflection_size;
  445. ra->count = p_reflection_count;
  446. if (ra->reflection.is_valid()) {
  447. //clear and invalidate everything
  448. RD::get_singleton()->free(ra->reflection);
  449. ra->reflection = RID();
  450. RD::get_singleton()->free(ra->depth_buffer);
  451. ra->depth_buffer = RID();
  452. for (int i = 0; i < ra->reflections.size(); i++) {
  453. ra->reflections.write[i].data.clear_reflection_data();
  454. if (ra->reflections[i].owner.is_null()) {
  455. continue;
  456. }
  457. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  458. //rp->atlasindex clear
  459. }
  460. ra->reflections.clear();
  461. }
  462. }
  463. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  464. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  465. ERR_FAIL_COND_V(!ra, 0);
  466. return ra->size;
  467. }
  468. ////////////////////////
  469. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  470. ReflectionProbeInstance rpi;
  471. rpi.probe = p_probe;
  472. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  473. return reflection_probe_instance_owner.make_rid(rpi);
  474. }
  475. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  476. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  477. ERR_FAIL_COND(!rpi);
  478. rpi->transform = p_transform;
  479. rpi->dirty = true;
  480. }
  481. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  482. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  483. ERR_FAIL_COND(!rpi);
  484. if (rpi->atlas.is_null()) {
  485. return; //nothing to release
  486. }
  487. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  488. ERR_FAIL_COND(!atlas);
  489. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  490. atlas->reflections.write[rpi->atlas_index].owner = RID();
  491. rpi->atlas_index = -1;
  492. rpi->atlas = RID();
  493. }
  494. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  495. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  496. ERR_FAIL_COND_V(!rpi, false);
  497. if (rpi->rendering) {
  498. return false;
  499. }
  500. if (rpi->dirty) {
  501. return true;
  502. }
  503. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  504. return true;
  505. }
  506. return rpi->atlas_index == -1;
  507. }
  508. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  509. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  510. ERR_FAIL_COND_V(!rpi, false);
  511. return rpi->atlas.is_valid();
  512. }
  513. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  514. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
  515. ERR_FAIL_COND_V(!atlas, false);
  516. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  517. ERR_FAIL_COND_V(!rpi, false);
  518. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  519. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  520. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  521. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  522. }
  523. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
  524. // Invalidate reflection atlas, need to regenerate
  525. RD::get_singleton()->free(atlas->reflection);
  526. atlas->reflection = RID();
  527. for (int i = 0; i < atlas->reflections.size(); i++) {
  528. if (atlas->reflections[i].owner.is_null()) {
  529. continue;
  530. }
  531. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  532. }
  533. atlas->reflections.clear();
  534. }
  535. if (atlas->reflection.is_null()) {
  536. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  537. mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  538. {
  539. //reflection atlas was unused, create:
  540. RD::TextureFormat tf;
  541. tf.array_layers = 6 * atlas->count;
  542. tf.format = _render_buffers_get_color_format();
  543. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  544. tf.mipmaps = mipmaps;
  545. tf.width = atlas->size;
  546. tf.height = atlas->size;
  547. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  548. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  549. }
  550. {
  551. RD::TextureFormat tf;
  552. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  553. tf.width = atlas->size;
  554. tf.height = atlas->size;
  555. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  556. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  557. }
  558. atlas->reflections.resize(atlas->count);
  559. for (int i = 0; i < atlas->count; i++) {
  560. atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
  561. for (int j = 0; j < 6; j++) {
  562. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  563. }
  564. }
  565. Vector<RID> fb;
  566. fb.push_back(atlas->depth_buffer);
  567. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  568. }
  569. if (rpi->atlas_index == -1) {
  570. for (int i = 0; i < atlas->reflections.size(); i++) {
  571. if (atlas->reflections[i].owner.is_null()) {
  572. rpi->atlas_index = i;
  573. break;
  574. }
  575. }
  576. //find the one used last
  577. if (rpi->atlas_index == -1) {
  578. //everything is in use, find the one least used via LRU
  579. uint64_t pass_min = 0;
  580. for (int i = 0; i < atlas->reflections.size(); i++) {
  581. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner);
  582. if (rpi2->last_pass < pass_min) {
  583. pass_min = rpi2->last_pass;
  584. rpi->atlas_index = i;
  585. }
  586. }
  587. }
  588. }
  589. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  590. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  591. }
  592. rpi->atlas = p_reflection_atlas;
  593. rpi->rendering = true;
  594. rpi->dirty = false;
  595. rpi->processing_layer = 1;
  596. rpi->processing_side = 0;
  597. RD::get_singleton()->draw_command_end_label();
  598. return true;
  599. }
  600. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  601. Vector<RID> fb;
  602. fb.push_back(p_color);
  603. fb.push_back(p_depth);
  604. return RD::get_singleton()->framebuffer_create(fb);
  605. }
  606. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  607. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  608. ERR_FAIL_COND_V(!rpi, false);
  609. ERR_FAIL_COND_V(!rpi->rendering, false);
  610. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  611. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  612. if (!atlas || rpi->atlas_index == -1) {
  613. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  614. rpi->rendering = false;
  615. return false;
  616. }
  617. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  618. // Using real time reflections, all roughness is done in one step
  619. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
  620. rpi->rendering = false;
  621. rpi->processing_side = 0;
  622. rpi->processing_layer = 1;
  623. return true;
  624. }
  625. if (rpi->processing_layer > 1) {
  626. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  627. rpi->processing_layer++;
  628. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  629. rpi->rendering = false;
  630. rpi->processing_side = 0;
  631. rpi->processing_layer = 1;
  632. return true;
  633. }
  634. return false;
  635. } else {
  636. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  637. }
  638. rpi->processing_side++;
  639. if (rpi->processing_side == 6) {
  640. rpi->processing_side = 0;
  641. rpi->processing_layer++;
  642. }
  643. return false;
  644. }
  645. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  646. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  647. ERR_FAIL_COND_V(!rpi, 0);
  648. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  649. ERR_FAIL_COND_V(!atlas, 0);
  650. return atlas->size;
  651. }
  652. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  653. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  654. ERR_FAIL_COND_V(!rpi, RID());
  655. ERR_FAIL_INDEX_V(p_index, 6, RID());
  656. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  657. ERR_FAIL_COND_V(!atlas, RID());
  658. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  659. }
  660. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  661. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  662. ERR_FAIL_COND_V(!rpi, RID());
  663. ERR_FAIL_INDEX_V(p_index, 6, RID());
  664. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  665. ERR_FAIL_COND_V(!atlas, RID());
  666. return atlas->depth_fb;
  667. }
  668. ///////////////////////////////////////////////////////////
  669. RID RendererSceneRenderRD::shadow_atlas_create() {
  670. return shadow_atlas_owner.make_rid(ShadowAtlas());
  671. }
  672. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  673. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  674. RD::TextureFormat tf;
  675. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  676. tf.width = shadow_atlas->size;
  677. tf.height = shadow_atlas->size;
  678. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  679. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  680. Vector<RID> fb_tex;
  681. fb_tex.push_back(shadow_atlas->depth);
  682. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  683. }
  684. }
  685. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  686. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  687. ERR_FAIL_COND(!shadow_atlas);
  688. ERR_FAIL_COND(p_size < 0);
  689. p_size = next_power_of_2(p_size);
  690. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  691. return;
  692. }
  693. // erasing atlas
  694. if (shadow_atlas->depth.is_valid()) {
  695. RD::get_singleton()->free(shadow_atlas->depth);
  696. shadow_atlas->depth = RID();
  697. }
  698. for (int i = 0; i < 4; i++) {
  699. //clear subdivisions
  700. shadow_atlas->quadrants[i].shadows.resize(0);
  701. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  702. }
  703. //erase shadow atlas reference from lights
  704. for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
  705. LightInstance *li = light_instance_owner.getornull(E->key());
  706. ERR_CONTINUE(!li);
  707. li->shadow_atlases.erase(p_atlas);
  708. }
  709. //clear owners
  710. shadow_atlas->shadow_owners.clear();
  711. shadow_atlas->size = p_size;
  712. shadow_atlas->use_16_bits = p_size;
  713. }
  714. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  715. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  716. ERR_FAIL_COND(!shadow_atlas);
  717. ERR_FAIL_INDEX(p_quadrant, 4);
  718. ERR_FAIL_INDEX(p_subdivision, 16384);
  719. uint32_t subdiv = next_power_of_2(p_subdivision);
  720. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  721. subdiv <<= 1;
  722. }
  723. subdiv = int(Math::sqrt((float)subdiv));
  724. //obtain the number that will be x*x
  725. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  726. return;
  727. }
  728. //erase all data from quadrant
  729. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  730. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  731. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  732. LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  733. ERR_CONTINUE(!li);
  734. li->shadow_atlases.erase(p_atlas);
  735. }
  736. }
  737. shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
  738. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  739. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  740. //cache the smallest subdiv (for faster allocation in light update)
  741. shadow_atlas->smallest_subdiv = 1 << 30;
  742. for (int i = 0; i < 4; i++) {
  743. if (shadow_atlas->quadrants[i].subdivision) {
  744. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  745. }
  746. }
  747. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  748. shadow_atlas->smallest_subdiv = 0;
  749. }
  750. //resort the size orders, simple bublesort for 4 elements..
  751. int swaps = 0;
  752. do {
  753. swaps = 0;
  754. for (int i = 0; i < 3; i++) {
  755. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  756. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  757. swaps++;
  758. }
  759. }
  760. } while (swaps > 0);
  761. }
  762. bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
  763. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  764. int qidx = p_in_quadrants[i];
  765. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  766. return false;
  767. }
  768. //look for an empty space
  769. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  770. ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
  771. int found_free_idx = -1; //found a free one
  772. int found_used_idx = -1; //found existing one, must steal it
  773. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  774. for (int j = 0; j < sc; j++) {
  775. if (!sarr[j].owner.is_valid()) {
  776. found_free_idx = j;
  777. break;
  778. }
  779. LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
  780. ERR_CONTINUE(!sli);
  781. if (sli->last_scene_pass != scene_pass) {
  782. //was just allocated, don't kill it so soon, wait a bit..
  783. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  784. continue;
  785. }
  786. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  787. found_used_idx = j;
  788. min_pass = sli->last_scene_pass;
  789. }
  790. }
  791. }
  792. if (found_free_idx == -1 && found_used_idx == -1) {
  793. continue; //nothing found
  794. }
  795. if (found_free_idx == -1 && found_used_idx != -1) {
  796. found_free_idx = found_used_idx;
  797. }
  798. r_quadrant = qidx;
  799. r_shadow = found_free_idx;
  800. return true;
  801. }
  802. return false;
  803. }
  804. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
  805. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  806. ERR_FAIL_COND_V(!shadow_atlas, false);
  807. LightInstance *li = light_instance_owner.getornull(p_light_intance);
  808. ERR_FAIL_COND_V(!li, false);
  809. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  810. return false;
  811. }
  812. uint32_t quad_size = shadow_atlas->size >> 1;
  813. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  814. int valid_quadrants[4];
  815. int valid_quadrant_count = 0;
  816. int best_size = -1; //best size found
  817. int best_subdiv = -1; //subdiv for the best size
  818. //find the quadrants this fits into, and the best possible size it can fit into
  819. for (int i = 0; i < 4; i++) {
  820. int q = shadow_atlas->size_order[i];
  821. int sd = shadow_atlas->quadrants[q].subdivision;
  822. if (sd == 0) {
  823. continue; //unused
  824. }
  825. int max_fit = quad_size / sd;
  826. if (best_size != -1 && max_fit > best_size) {
  827. break; //too large
  828. }
  829. valid_quadrants[valid_quadrant_count++] = q;
  830. best_subdiv = sd;
  831. if (max_fit >= desired_fit) {
  832. best_size = max_fit;
  833. }
  834. }
  835. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  836. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  837. //see if it already exists
  838. if (shadow_atlas->shadow_owners.has(p_light_intance)) {
  839. //it does!
  840. uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
  841. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  842. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  843. 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);
  844. bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
  845. if (!should_realloc) {
  846. shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
  847. //already existing, see if it should redraw or it's just OK
  848. return should_redraw;
  849. }
  850. int new_quadrant, new_shadow;
  851. //find a better place
  852. if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
  853. //found a better place!
  854. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  855. if (sh->owner.is_valid()) {
  856. //is taken, but is invalid, erasing it
  857. shadow_atlas->shadow_owners.erase(sh->owner);
  858. LightInstance *sli = light_instance_owner.getornull(sh->owner);
  859. sli->shadow_atlases.erase(p_atlas);
  860. }
  861. //erase previous
  862. shadow_atlas->quadrants[q].shadows.write[s].version = 0;
  863. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  864. sh->owner = p_light_intance;
  865. sh->alloc_tick = tick;
  866. sh->version = p_light_version;
  867. li->shadow_atlases.insert(p_atlas);
  868. //make new key
  869. key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  870. key |= new_shadow;
  871. //update it in map
  872. shadow_atlas->shadow_owners[p_light_intance] = key;
  873. //make it dirty, as it should redraw anyway
  874. return true;
  875. }
  876. //no better place for this shadow found, keep current
  877. //already existing, see if it should redraw or it's just OK
  878. shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
  879. return should_redraw;
  880. }
  881. int new_quadrant, new_shadow;
  882. //find a better place
  883. if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
  884. //found a better place!
  885. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  886. if (sh->owner.is_valid()) {
  887. //is taken, but is invalid, erasing it
  888. shadow_atlas->shadow_owners.erase(sh->owner);
  889. LightInstance *sli = light_instance_owner.getornull(sh->owner);
  890. sli->shadow_atlases.erase(p_atlas);
  891. }
  892. sh->owner = p_light_intance;
  893. sh->alloc_tick = tick;
  894. sh->version = p_light_version;
  895. li->shadow_atlases.insert(p_atlas);
  896. //make new key
  897. uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  898. key |= new_shadow;
  899. //update it in map
  900. shadow_atlas->shadow_owners[p_light_intance] = key;
  901. //make it dirty, as it should redraw anyway
  902. return true;
  903. }
  904. //no place to allocate this light, apologies
  905. return false;
  906. }
  907. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  908. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  909. RD::TextureFormat tf;
  910. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  911. tf.width = directional_shadow.size;
  912. tf.height = directional_shadow.size;
  913. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  914. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  915. Vector<RID> fb_tex;
  916. fb_tex.push_back(directional_shadow.depth);
  917. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  918. }
  919. }
  920. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  921. p_size = nearest_power_of_2_templated(p_size);
  922. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  923. return;
  924. }
  925. directional_shadow.size = p_size;
  926. if (directional_shadow.depth.is_valid()) {
  927. RD::get_singleton()->free(directional_shadow.depth);
  928. directional_shadow.depth = RID();
  929. _base_uniforms_changed();
  930. }
  931. }
  932. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  933. directional_shadow.light_count = p_count;
  934. directional_shadow.current_light = 0;
  935. }
  936. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  937. int split_h = 1;
  938. int split_v = 1;
  939. while (split_h * split_v < p_shadow_count) {
  940. if (split_h == split_v) {
  941. split_h <<= 1;
  942. } else {
  943. split_v <<= 1;
  944. }
  945. }
  946. Rect2i rect(0, 0, p_size, p_size);
  947. rect.size.width /= split_h;
  948. rect.size.height /= split_v;
  949. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  950. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  951. return rect;
  952. }
  953. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  954. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  955. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  956. LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
  957. ERR_FAIL_COND_V(!light_instance, 0);
  958. switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
  959. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  960. break; //none
  961. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  962. r.size.height /= 2;
  963. break;
  964. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  965. r.size /= 2;
  966. break;
  967. }
  968. return MAX(r.size.width, r.size.height);
  969. }
  970. //////////////////////////////////////////////////
  971. RID RendererSceneRenderRD::camera_effects_allocate() {
  972. return camera_effects_owner.allocate_rid();
  973. }
  974. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  975. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  976. }
  977. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  978. dof_blur_quality = p_quality;
  979. dof_blur_use_jitter = p_use_jitter;
  980. }
  981. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  982. dof_blur_bokeh_shape = p_shape;
  983. }
  984. 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) {
  985. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  986. ERR_FAIL_COND(!camfx);
  987. camfx->dof_blur_far_enabled = p_far_enable;
  988. camfx->dof_blur_far_distance = p_far_distance;
  989. camfx->dof_blur_far_transition = p_far_transition;
  990. camfx->dof_blur_near_enabled = p_near_enable;
  991. camfx->dof_blur_near_distance = p_near_distance;
  992. camfx->dof_blur_near_transition = p_near_transition;
  993. camfx->dof_blur_amount = p_amount;
  994. }
  995. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  996. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  997. ERR_FAIL_COND(!camfx);
  998. camfx->override_exposure_enabled = p_enable;
  999. camfx->override_exposure = p_exposure;
  1000. }
  1001. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  1002. RID li = light_instance_owner.make_rid(LightInstance());
  1003. LightInstance *light_instance = light_instance_owner.getornull(li);
  1004. light_instance->self = li;
  1005. light_instance->light = p_light;
  1006. light_instance->light_type = storage->light_get_type(p_light);
  1007. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1008. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1009. }
  1010. return li;
  1011. }
  1012. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1013. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1014. ERR_FAIL_COND(!light_instance);
  1015. light_instance->transform = p_transform;
  1016. }
  1017. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1018. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1019. ERR_FAIL_COND(!light_instance);
  1020. light_instance->aabb = p_aabb;
  1021. }
  1022. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
  1023. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1024. ERR_FAIL_COND(!light_instance);
  1025. ERR_FAIL_INDEX(p_pass, 6);
  1026. light_instance->shadow_transform[p_pass].camera = p_projection;
  1027. light_instance->shadow_transform[p_pass].transform = p_transform;
  1028. light_instance->shadow_transform[p_pass].farplane = p_far;
  1029. light_instance->shadow_transform[p_pass].split = p_split;
  1030. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1031. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1032. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1033. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1034. }
  1035. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1036. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1037. ERR_FAIL_COND(!light_instance);
  1038. light_instance->last_scene_pass = scene_pass;
  1039. }
  1040. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1041. if (!shadow_cubemaps.has(p_size)) {
  1042. ShadowCubemap sc;
  1043. {
  1044. RD::TextureFormat tf;
  1045. 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;
  1046. tf.width = p_size;
  1047. tf.height = p_size;
  1048. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1049. tf.array_layers = 6;
  1050. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1051. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1052. }
  1053. for (int i = 0; i < 6; i++) {
  1054. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1055. Vector<RID> fbtex;
  1056. fbtex.push_back(side_texture);
  1057. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1058. }
  1059. shadow_cubemaps[p_size] = sc;
  1060. }
  1061. return &shadow_cubemaps[p_size];
  1062. }
  1063. //////////////////////////
  1064. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1065. DecalInstance di;
  1066. di.decal = p_decal;
  1067. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1068. return decal_instance_owner.make_rid(di);
  1069. }
  1070. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1071. DecalInstance *di = decal_instance_owner.getornull(p_decal);
  1072. ERR_FAIL_COND(!di);
  1073. di->transform = p_transform;
  1074. }
  1075. /////////////////////////////////
  1076. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1077. LightmapInstance li;
  1078. li.lightmap = p_lightmap;
  1079. return lightmap_instance_owner.make_rid(li);
  1080. }
  1081. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1082. LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
  1083. ERR_FAIL_COND(!li);
  1084. li->transform = p_transform;
  1085. }
  1086. /////////////////////////////////
  1087. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1088. return gi.voxel_gi_instance_create(p_base);
  1089. }
  1090. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1091. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1092. }
  1093. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1094. if (!is_dynamic_gi_supported()) {
  1095. return false;
  1096. }
  1097. return gi.voxel_gi_needs_update(p_probe);
  1098. }
  1099. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
  1100. if (!is_dynamic_gi_supported()) {
  1101. return;
  1102. }
  1103. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1104. }
  1105. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  1106. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1107. ERR_FAIL_COND(!rb);
  1108. if (!rb->sdfgi) {
  1109. return; //nothing to debug
  1110. }
  1111. rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
  1112. }
  1113. ////////////////////////////////
  1114. RID RendererSceneRenderRD::render_buffers_create() {
  1115. RenderBuffers rb;
  1116. rb.data = _create_render_buffer_data();
  1117. return render_buffers_owner.make_rid(rb);
  1118. }
  1119. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1120. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1121. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1122. // TODO make sure texture_create_shared_from_slice works for multiview
  1123. RD::TextureFormat tf;
  1124. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1125. tf.width = rb->width;
  1126. tf.height = rb->height;
  1127. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1128. tf.array_layers = rb->view_count;
  1129. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1130. if (_render_buffers_can_be_storage()) {
  1131. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1132. } else {
  1133. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1134. }
  1135. tf.mipmaps = mipmaps_required;
  1136. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1137. //the second one is smaller (only used for separatable part of blur)
  1138. tf.width >>= 1;
  1139. tf.height >>= 1;
  1140. tf.mipmaps--;
  1141. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1142. int base_width = rb->width;
  1143. int base_height = rb->height;
  1144. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1145. RenderBuffers::Blur::Mipmap mm;
  1146. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
  1147. mm.width = base_width;
  1148. mm.height = base_height;
  1149. if (!_render_buffers_can_be_storage()) {
  1150. Vector<RID> fb;
  1151. fb.push_back(mm.texture);
  1152. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1153. }
  1154. if (!_render_buffers_can_be_storage()) {
  1155. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1156. tf.width = MAX(1, base_width >> 1);
  1157. tf.height = base_height;
  1158. tf.mipmaps = 1; // 1 or 0?
  1159. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1160. Vector<RID> half_fb;
  1161. half_fb.push_back(mm.half_texture);
  1162. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1163. }
  1164. rb->blur[0].mipmaps.push_back(mm);
  1165. if (i > 0) {
  1166. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
  1167. if (!_render_buffers_can_be_storage()) {
  1168. Vector<RID> fb;
  1169. fb.push_back(mm.texture);
  1170. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1171. // We can re-use the half texture here as it is an intermediate result
  1172. }
  1173. rb->blur[1].mipmaps.push_back(mm);
  1174. }
  1175. base_width = MAX(1, base_width >> 1);
  1176. base_height = MAX(1, base_height >> 1);
  1177. }
  1178. if (!_render_buffers_can_be_storage()) {
  1179. // create 4 weight textures, 2 full size, 2 half size
  1180. tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
  1181. tf.width = rb->width;
  1182. tf.height = rb->height;
  1183. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1184. tf.array_layers = rb->view_count;
  1185. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1186. tf.mipmaps = 1;
  1187. for (uint32_t i = 0; i < 4; i++) {
  1188. // associated blur texture
  1189. RID texture;
  1190. if (i == 0) {
  1191. texture = rb->texture;
  1192. } else if (i == 1) {
  1193. texture = rb->blur[0].mipmaps[0].texture;
  1194. } else if (i == 2) {
  1195. texture = rb->blur[1].mipmaps[0].texture;
  1196. } else if (i == 3) {
  1197. texture = rb->blur[0].mipmaps[1].texture;
  1198. }
  1199. // create weight texture
  1200. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1201. // create frame buffer
  1202. Vector<RID> fb;
  1203. fb.push_back(texture);
  1204. fb.push_back(rb->weight_buffers[i].weight);
  1205. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1206. if (i == 1) {
  1207. // next 2 are half size
  1208. tf.width = MAX(1, tf.width >> 1);
  1209. tf.height = MAX(1, tf.height >> 1);
  1210. }
  1211. }
  1212. {
  1213. // and finally an FB for just our base weights
  1214. Vector<RID> fb;
  1215. fb.push_back(rb->weight_buffers[0].weight);
  1216. rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
  1217. }
  1218. }
  1219. }
  1220. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1221. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1222. {
  1223. RD::TextureFormat tf;
  1224. if (rb->view_count > 1) {
  1225. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1226. }
  1227. // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16?
  1228. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1229. tf.width = rb->width;
  1230. tf.height = rb->height;
  1231. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1232. tf.array_layers = rb->view_count; // create a layer for every view
  1233. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1234. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
  1235. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1236. }
  1237. if (!_render_buffers_can_be_storage()) {
  1238. // create framebuffer so we can write into this...
  1239. Vector<RID> fb;
  1240. fb.push_back(rb->depth_back_texture);
  1241. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1242. }
  1243. }
  1244. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1245. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1246. int w = rb->width;
  1247. int h = rb->height;
  1248. while (true) {
  1249. w = MAX(w / 8, 1);
  1250. h = MAX(h / 8, 1);
  1251. RD::TextureFormat tf;
  1252. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1253. tf.width = w;
  1254. tf.height = h;
  1255. bool final = w == 1 && h == 1;
  1256. if (_render_buffers_can_be_storage()) {
  1257. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1258. if (final) {
  1259. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1260. }
  1261. } else {
  1262. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1263. }
  1264. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1265. rb->luminance.reduce.push_back(texture);
  1266. if (!_render_buffers_can_be_storage()) {
  1267. Vector<RID> fb;
  1268. fb.push_back(texture);
  1269. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1270. }
  1271. if (final) {
  1272. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1273. if (!_render_buffers_can_be_storage()) {
  1274. Vector<RID> fb;
  1275. fb.push_back(rb->luminance.current);
  1276. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1277. }
  1278. break;
  1279. }
  1280. }
  1281. }
  1282. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1283. if (rb->texture_fb.is_valid()) {
  1284. RD::get_singleton()->free(rb->texture_fb);
  1285. rb->texture_fb = RID();
  1286. }
  1287. if (rb->texture.is_valid()) {
  1288. RD::get_singleton()->free(rb->texture);
  1289. rb->texture = RID();
  1290. }
  1291. if (rb->depth_texture.is_valid()) {
  1292. RD::get_singleton()->free(rb->depth_texture);
  1293. rb->depth_texture = RID();
  1294. }
  1295. if (rb->depth_back_fb.is_valid()) {
  1296. RD::get_singleton()->free(rb->depth_back_fb);
  1297. rb->depth_back_fb = RID();
  1298. }
  1299. if (rb->depth_back_texture.is_valid()) {
  1300. RD::get_singleton()->free(rb->depth_back_texture);
  1301. rb->depth_back_texture = RID();
  1302. }
  1303. for (int i = 0; i < 2; i++) {
  1304. for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
  1305. // do we free the texture slice here? or is it enough to free the main texture?
  1306. // do free the mobile extra stuff
  1307. if (rb->blur[i].mipmaps[m].fb.is_valid()) {
  1308. RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
  1309. }
  1310. if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
  1311. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
  1312. }
  1313. if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
  1314. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
  1315. }
  1316. }
  1317. rb->blur[i].mipmaps.clear();
  1318. if (rb->blur[i].texture.is_valid()) {
  1319. RD::get_singleton()->free(rb->blur[i].texture);
  1320. rb->blur[i].texture = RID();
  1321. }
  1322. }
  1323. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1324. RD::get_singleton()->free(rb->luminance.fb[i]);
  1325. }
  1326. rb->luminance.fb.clear();
  1327. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1328. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1329. }
  1330. rb->luminance.reduce.clear();
  1331. if (rb->luminance.current_fb.is_valid()) {
  1332. RD::get_singleton()->free(rb->luminance.current_fb);
  1333. rb->luminance.current_fb = RID();
  1334. }
  1335. if (rb->luminance.current.is_valid()) {
  1336. RD::get_singleton()->free(rb->luminance.current);
  1337. rb->luminance.current = RID();
  1338. }
  1339. if (rb->ssao.depth.is_valid()) {
  1340. RD::get_singleton()->free(rb->ssao.depth);
  1341. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1342. RD::get_singleton()->free(rb->ssao.ao_pong);
  1343. RD::get_singleton()->free(rb->ssao.ao_final);
  1344. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1345. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1346. rb->ssao.depth = RID();
  1347. rb->ssao.ao_deinterleaved = RID();
  1348. rb->ssao.ao_pong = RID();
  1349. rb->ssao.ao_final = RID();
  1350. rb->ssao.importance_map[0] = RID();
  1351. rb->ssao.importance_map[1] = RID();
  1352. rb->ssao.depth_slices.clear();
  1353. rb->ssao.ao_deinterleaved_slices.clear();
  1354. rb->ssao.ao_pong_slices.clear();
  1355. }
  1356. if (rb->ssr.blur_radius[0].is_valid()) {
  1357. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1358. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1359. rb->ssr.blur_radius[0] = RID();
  1360. rb->ssr.blur_radius[1] = RID();
  1361. }
  1362. if (rb->ssr.depth_scaled.is_valid()) {
  1363. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1364. rb->ssr.depth_scaled = RID();
  1365. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1366. rb->ssr.normal_scaled = RID();
  1367. }
  1368. if (rb->ambient_buffer.is_valid()) {
  1369. RD::get_singleton()->free(rb->ambient_buffer);
  1370. RD::get_singleton()->free(rb->reflection_buffer);
  1371. rb->ambient_buffer = RID();
  1372. rb->reflection_buffer = RID();
  1373. }
  1374. }
  1375. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1376. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1377. ERR_FAIL_COND(!rb);
  1378. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1379. if (!can_use_effects) {
  1380. //just copy
  1381. return;
  1382. }
  1383. if (rb->blur[0].texture.is_null()) {
  1384. _allocate_blur_textures(rb);
  1385. }
  1386. 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);
  1387. }
  1388. 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) {
  1389. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1390. ERR_FAIL_COND(!rb);
  1391. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1392. if (!can_use_effects) {
  1393. //just copy
  1394. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
  1395. return;
  1396. }
  1397. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1398. ERR_FAIL_COND(!env);
  1399. ERR_FAIL_COND(!env->ssr_enabled);
  1400. if (rb->ssr.depth_scaled.is_null()) {
  1401. RD::TextureFormat tf;
  1402. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1403. tf.width = rb->width / 2;
  1404. tf.height = rb->height / 2;
  1405. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1406. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1407. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1408. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1409. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1410. }
  1411. if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1412. RD::TextureFormat tf;
  1413. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1414. tf.width = rb->width / 2;
  1415. tf.height = rb->height / 2;
  1416. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1417. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1418. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1419. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1420. }
  1421. if (rb->blur[0].texture.is_null()) {
  1422. _allocate_blur_textures(rb);
  1423. }
  1424. 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);
  1425. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
  1426. }
  1427. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1428. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1429. ERR_FAIL_COND(!rb);
  1430. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1431. ERR_FAIL_COND(!env);
  1432. RENDER_TIMESTAMP("Process SSAO");
  1433. if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1434. RD::get_singleton()->free(rb->ssao.depth);
  1435. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1436. RD::get_singleton()->free(rb->ssao.ao_pong);
  1437. RD::get_singleton()->free(rb->ssao.ao_final);
  1438. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1439. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1440. rb->ssao.depth = RID();
  1441. rb->ssao.ao_deinterleaved = RID();
  1442. rb->ssao.ao_pong = RID();
  1443. rb->ssao.ao_final = RID();
  1444. rb->ssao.importance_map[0] = RID();
  1445. rb->ssao.importance_map[1] = RID();
  1446. rb->ssao.depth_slices.clear();
  1447. rb->ssao.ao_deinterleaved_slices.clear();
  1448. rb->ssao.ao_pong_slices.clear();
  1449. }
  1450. int buffer_width;
  1451. int buffer_height;
  1452. int half_width;
  1453. int half_height;
  1454. if (ssao_half_size) {
  1455. buffer_width = (rb->width + 3) / 4;
  1456. buffer_height = (rb->height + 3) / 4;
  1457. half_width = (rb->width + 7) / 8;
  1458. half_height = (rb->height + 7) / 8;
  1459. } else {
  1460. buffer_width = (rb->width + 1) / 2;
  1461. buffer_height = (rb->height + 1) / 2;
  1462. half_width = (rb->width + 3) / 4;
  1463. half_height = (rb->height + 3) / 4;
  1464. }
  1465. bool uniform_sets_are_invalid = false;
  1466. if (rb->ssao.depth.is_null()) {
  1467. //allocate depth slices
  1468. {
  1469. RD::TextureFormat tf;
  1470. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  1471. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1472. tf.width = buffer_width;
  1473. tf.height = buffer_height;
  1474. tf.mipmaps = 4;
  1475. tf.array_layers = 4;
  1476. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1477. rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1478. RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
  1479. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  1480. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
  1481. rb->ssao.depth_slices.push_back(slice);
  1482. RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
  1483. }
  1484. }
  1485. {
  1486. RD::TextureFormat tf;
  1487. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1488. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1489. tf.width = buffer_width;
  1490. tf.height = buffer_height;
  1491. tf.array_layers = 4;
  1492. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1493. rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1494. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1495. for (uint32_t i = 0; i < 4; i++) {
  1496. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
  1497. rb->ssao.ao_deinterleaved_slices.push_back(slice);
  1498. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1499. }
  1500. }
  1501. {
  1502. RD::TextureFormat tf;
  1503. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1504. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1505. tf.width = buffer_width;
  1506. tf.height = buffer_height;
  1507. tf.array_layers = 4;
  1508. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1509. rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1510. RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1511. for (uint32_t i = 0; i < 4; i++) {
  1512. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
  1513. rb->ssao.ao_pong_slices.push_back(slice);
  1514. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1515. }
  1516. }
  1517. {
  1518. RD::TextureFormat tf;
  1519. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1520. tf.width = half_width;
  1521. tf.height = half_height;
  1522. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1523. rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1524. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
  1525. rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1526. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
  1527. }
  1528. {
  1529. RD::TextureFormat tf;
  1530. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1531. tf.width = rb->width;
  1532. tf.height = rb->height;
  1533. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1534. rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1535. RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
  1536. }
  1537. ssao_using_half_size = ssao_half_size;
  1538. uniform_sets_are_invalid = true;
  1539. }
  1540. EffectsRD::SSAOSettings settings;
  1541. settings.radius = env->ssao_radius;
  1542. settings.intensity = env->ssao_intensity;
  1543. settings.power = env->ssao_power;
  1544. settings.detail = env->ssao_detail;
  1545. settings.horizon = env->ssao_horizon;
  1546. settings.sharpness = env->ssao_sharpness;
  1547. settings.quality = ssao_quality;
  1548. settings.half_size = ssao_half_size;
  1549. settings.adaptive_target = ssao_adaptive_target;
  1550. settings.blur_passes = ssao_blur_passes;
  1551. settings.fadeout_from = ssao_fadeout_from;
  1552. settings.fadeout_to = ssao_fadeout_to;
  1553. settings.full_screen_size = Size2i(rb->width, rb->height);
  1554. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1555. settings.quarter_screen_size = Size2i(half_width, half_height);
  1556. storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
  1557. }
  1558. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1559. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1560. ERR_FAIL_COND(!rb);
  1561. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1562. if (rb->blur[0].texture.is_null()) {
  1563. _allocate_blur_textures(rb);
  1564. }
  1565. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1566. bool can_use_storage = _render_buffers_can_be_storage();
  1567. if (can_use_storage) {
  1568. storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
  1569. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1570. storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
  1571. }
  1572. } else {
  1573. storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
  1574. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1575. storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
  1576. }
  1577. }
  1578. RD::get_singleton()->draw_command_end_label();
  1579. }
  1580. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1581. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1582. ERR_FAIL_COND(!rb);
  1583. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1584. if (rb->depth_back_texture.is_null()) {
  1585. _allocate_depth_backbuffer_textures(rb);
  1586. }
  1587. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1588. bool can_use_storage = _render_buffers_can_be_storage();
  1589. if (can_use_storage) {
  1590. storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1591. } else {
  1592. storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1593. }
  1594. RD::get_singleton()->draw_command_end_label();
  1595. }
  1596. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1597. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1598. ERR_FAIL_COND(!rb);
  1599. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
  1600. //glow (if enabled)
  1601. CameraEffects *camfx = camera_effects_owner.getornull(p_render_data->camera_effects);
  1602. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1603. bool can_use_storage = _render_buffers_can_be_storage();
  1604. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1605. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1606. RD::get_singleton()->draw_command_begin_label("DOF");
  1607. if (rb->blur[0].texture.is_null()) {
  1608. _allocate_blur_textures(rb);
  1609. }
  1610. EffectsRD::BokehBuffers buffers;
  1611. // textures we use
  1612. buffers.base_texture_size = Size2i(rb->width, rb->height);
  1613. buffers.base_texture = rb->texture;
  1614. buffers.depth_texture = rb->depth_texture;
  1615. buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
  1616. buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
  1617. buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
  1618. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1619. if (can_use_storage) {
  1620. storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
  1621. } else {
  1622. // set framebuffers
  1623. buffers.base_fb = rb->texture_fb;
  1624. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1625. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1626. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1627. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1628. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1629. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1630. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1631. // set weight buffers
  1632. buffers.base_weight_fb = rb->base_weight_fb;
  1633. storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
  1634. }
  1635. RD::get_singleton()->draw_command_end_label();
  1636. }
  1637. if (can_use_effects && env && env->auto_exposure) {
  1638. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1639. if (rb->luminance.current.is_null()) {
  1640. _allocate_luminance_textures(rb);
  1641. }
  1642. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1643. rb->auto_exposure_version = env->auto_exposure_version;
  1644. double step = env->auto_exp_speed * time_step;
  1645. if (can_use_storage) {
  1646. 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);
  1647. } else {
  1648. storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1649. }
  1650. //swap final reduce with prev luminance
  1651. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1652. if (!can_use_storage) {
  1653. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1654. }
  1655. RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
  1656. RD::get_singleton()->draw_command_end_label();
  1657. }
  1658. int max_glow_level = -1;
  1659. if (can_use_effects && env && env->glow_enabled) {
  1660. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1661. /* see that blur textures are allocated */
  1662. if (rb->blur[1].texture.is_null()) {
  1663. _allocate_blur_textures(rb);
  1664. }
  1665. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1666. if (env->glow_levels[i] > 0.0) {
  1667. if (i >= rb->blur[1].mipmaps.size()) {
  1668. max_glow_level = rb->blur[1].mipmaps.size() - 1;
  1669. } else {
  1670. max_glow_level = i;
  1671. }
  1672. }
  1673. }
  1674. for (int i = 0; i < (max_glow_level + 1); i++) {
  1675. int vp_w = rb->blur[1].mipmaps[i].width;
  1676. int vp_h = rb->blur[1].mipmaps[i].height;
  1677. if (i == 0) {
  1678. RID luminance_texture;
  1679. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  1680. luminance_texture = rb->luminance.current;
  1681. }
  1682. if (can_use_storage) {
  1683. 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);
  1684. } else {
  1685. storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1686. }
  1687. } else {
  1688. if (can_use_storage) {
  1689. 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);
  1690. } else {
  1691. storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
  1692. }
  1693. }
  1694. }
  1695. RD::get_singleton()->draw_command_end_label();
  1696. }
  1697. {
  1698. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1699. //tonemap
  1700. EffectsRD::TonemapSettings tonemap;
  1701. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  1702. tonemap.use_auto_exposure = true;
  1703. tonemap.exposure_texture = rb->luminance.current;
  1704. tonemap.auto_exposure_grey = env->auto_exp_scale;
  1705. } else {
  1706. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1707. }
  1708. if (can_use_effects && env && env->glow_enabled) {
  1709. tonemap.use_glow = true;
  1710. tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
  1711. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  1712. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1713. tonemap.glow_levels[i] = env->glow_levels[i];
  1714. }
  1715. tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
  1716. tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
  1717. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1718. tonemap.glow_texture = rb->blur[1].texture;
  1719. } else {
  1720. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1721. }
  1722. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1723. tonemap.use_fxaa = true;
  1724. }
  1725. tonemap.use_debanding = rb->use_debanding;
  1726. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1727. if (env) {
  1728. tonemap.tonemap_mode = env->tone_mapper;
  1729. tonemap.white = env->white;
  1730. tonemap.exposure = env->exposure;
  1731. }
  1732. tonemap.use_color_correction = false;
  1733. tonemap.use_1d_color_correction = false;
  1734. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1735. if (can_use_effects && env) {
  1736. tonemap.use_bcs = env->adjustments_enabled;
  1737. tonemap.brightness = env->adjustments_brightness;
  1738. tonemap.contrast = env->adjustments_contrast;
  1739. tonemap.saturation = env->adjustments_saturation;
  1740. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1741. tonemap.use_color_correction = true;
  1742. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1743. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  1744. }
  1745. }
  1746. tonemap.view_count = p_render_data->view_count;
  1747. storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1748. RD::get_singleton()->draw_command_end_label();
  1749. }
  1750. storage->render_target_disable_clear_request(rb->render_target);
  1751. }
  1752. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  1753. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  1754. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1755. ERR_FAIL_COND(!rb);
  1756. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
  1757. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1758. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  1759. EffectsRD::TonemapSettings tonemap;
  1760. if (env) {
  1761. tonemap.tonemap_mode = env->tone_mapper;
  1762. tonemap.exposure = env->exposure;
  1763. tonemap.white = env->white;
  1764. }
  1765. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  1766. // The problem is that we need to use the result so far and process them before we can
  1767. // apply this to our results.
  1768. if (can_use_effects && env && env->glow_enabled) {
  1769. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1770. }
  1771. if (can_use_effects && env && env->auto_exposure) {
  1772. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1773. }
  1774. tonemap.use_glow = false;
  1775. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1776. tonemap.use_auto_exposure = false;
  1777. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1778. tonemap.use_color_correction = false;
  1779. tonemap.use_1d_color_correction = false;
  1780. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1781. if (can_use_effects && env) {
  1782. tonemap.use_bcs = env->adjustments_enabled;
  1783. tonemap.brightness = env->adjustments_brightness;
  1784. tonemap.contrast = env->adjustments_contrast;
  1785. tonemap.saturation = env->adjustments_saturation;
  1786. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1787. tonemap.use_color_correction = true;
  1788. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1789. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  1790. }
  1791. }
  1792. tonemap.use_debanding = rb->use_debanding;
  1793. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1794. tonemap.view_count = p_render_data->view_count;
  1795. storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  1796. RD::get_singleton()->draw_command_end_label();
  1797. }
  1798. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  1799. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  1800. ERR_FAIL_COND(!rb);
  1801. storage->render_target_disable_clear_request(rb->render_target);
  1802. }
  1803. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  1804. EffectsRD *effects = storage->get_effects();
  1805. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1806. ERR_FAIL_COND(!rb);
  1807. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1808. if (p_shadow_atlas.is_valid()) {
  1809. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1810. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1811. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1812. }
  1813. }
  1814. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1815. if (directional_shadow_get_texture().is_valid()) {
  1816. RID shadow_atlas_texture = directional_shadow_get_texture();
  1817. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1818. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1819. }
  1820. }
  1821. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1822. RID decal_atlas = storage->decal_atlas_get_texture();
  1823. if (decal_atlas.is_valid()) {
  1824. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1825. effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  1826. }
  1827. }
  1828. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  1829. if (rb->luminance.current.is_valid()) {
  1830. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1831. effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  1832. }
  1833. }
  1834. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
  1835. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1836. RID ao_buf = rb->ssao.ao_final;
  1837. effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  1838. }
  1839. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  1840. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1841. 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);
  1842. }
  1843. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
  1844. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1845. RID ambient_texture = rb->ambient_buffer;
  1846. RID reflection_texture = rb->reflection_buffer;
  1847. 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);
  1848. }
  1849. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  1850. if (p_occlusion_buffer.is_valid()) {
  1851. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1852. effects->copy_to_fb_rect(storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
  1853. }
  1854. }
  1855. }
  1856. 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) {
  1857. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  1858. ERR_FAIL_COND(!env);
  1859. env->adjustments_enabled = p_enable;
  1860. env->adjustments_brightness = p_brightness;
  1861. env->adjustments_contrast = p_contrast;
  1862. env->adjustments_saturation = p_saturation;
  1863. env->use_1d_color_correction = p_use_1d_color_correction;
  1864. env->color_correction = p_color_correction;
  1865. }
  1866. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  1867. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1868. ERR_FAIL_COND_V(!rb, RID());
  1869. if (!rb->blur[0].texture.is_valid()) {
  1870. return RID(); //not valid at the moment
  1871. }
  1872. return rb->blur[0].texture;
  1873. }
  1874. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  1875. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1876. ERR_FAIL_COND_V(!rb, RID());
  1877. if (!rb->depth_back_texture.is_valid()) {
  1878. return RID(); //not valid at the moment
  1879. }
  1880. return rb->depth_back_texture;
  1881. }
  1882. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  1883. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1884. ERR_FAIL_COND_V(!rb, RID());
  1885. return rb->ssao.ao_final;
  1886. }
  1887. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  1888. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1889. ERR_FAIL_COND_V(!rb, RID());
  1890. if (rb->gi.voxel_gi_buffer.is_null()) {
  1891. rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
  1892. }
  1893. return rb->gi.voxel_gi_buffer;
  1894. }
  1895. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  1896. return gi.default_voxel_gi_buffer;
  1897. }
  1898. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  1899. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1900. ERR_FAIL_COND_V(!rb, RID());
  1901. return rb->ambient_buffer;
  1902. }
  1903. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  1904. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1905. ERR_FAIL_COND_V(!rb, RID());
  1906. return rb->reflection_buffer;
  1907. }
  1908. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  1909. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1910. ERR_FAIL_COND_V(!rb, 0);
  1911. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1912. return rb->sdfgi->cascades.size();
  1913. }
  1914. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  1915. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1916. ERR_FAIL_COND_V(!rb, false);
  1917. return rb->sdfgi != nullptr;
  1918. }
  1919. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  1920. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1921. ERR_FAIL_COND_V(!rb, RID());
  1922. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1923. return rb->sdfgi->lightprobe_texture;
  1924. }
  1925. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1926. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1927. ERR_FAIL_COND_V(!rb, Vector3());
  1928. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  1929. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  1930. 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;
  1931. }
  1932. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1933. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1934. ERR_FAIL_COND_V(!rb, Vector3i());
  1935. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  1936. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  1937. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
  1938. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  1939. }
  1940. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  1941. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1942. ERR_FAIL_COND_V(!rb, 0);
  1943. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1944. return rb->sdfgi->normal_bias;
  1945. }
  1946. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  1947. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1948. ERR_FAIL_COND_V(!rb, 0);
  1949. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1950. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  1951. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  1952. }
  1953. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  1954. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1955. ERR_FAIL_COND_V(!rb, 0);
  1956. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1957. return rb->sdfgi->probe_axis_count;
  1958. }
  1959. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  1960. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1961. ERR_FAIL_COND_V(!rb, 0);
  1962. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1963. return rb->sdfgi->cascade_size;
  1964. }
  1965. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  1966. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1967. ERR_FAIL_COND_V(!rb, false);
  1968. ERR_FAIL_COND_V(!rb->sdfgi, false);
  1969. return rb->sdfgi->uses_occlusion;
  1970. }
  1971. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  1972. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1973. ERR_FAIL_COND_V(!rb, 0.0);
  1974. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  1975. return rb->sdfgi->energy;
  1976. }
  1977. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  1978. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1979. ERR_FAIL_COND_V(!rb, RID());
  1980. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1981. return rb->sdfgi->occlusion_texture;
  1982. }
  1983. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  1984. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1985. ERR_FAIL_COND_V(!rb, false);
  1986. return rb->volumetric_fog != nullptr;
  1987. }
  1988. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  1989. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1990. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  1991. return rb->volumetric_fog->fog_map;
  1992. }
  1993. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  1994. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1995. ERR_FAIL_COND_V(!rb, RID());
  1996. if (!rb->volumetric_fog) {
  1997. return RID();
  1998. }
  1999. return rb->volumetric_fog->sky_uniform_set;
  2000. }
  2001. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2002. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2003. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2004. return rb->volumetric_fog->length;
  2005. }
  2006. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2007. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2008. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2009. return rb->volumetric_fog->spread;
  2010. }
  2011. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2012. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2013. }
  2014. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2015. return true;
  2016. }
  2017. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
  2018. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2019. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2020. rb->width = p_width;
  2021. rb->height = p_height;
  2022. rb->render_target = p_render_target;
  2023. rb->msaa = p_msaa;
  2024. rb->screen_space_aa = p_screen_space_aa;
  2025. rb->use_debanding = p_use_debanding;
  2026. rb->view_count = p_view_count;
  2027. if (is_clustered_enabled()) {
  2028. if (rb->cluster_builder == nullptr) {
  2029. rb->cluster_builder = memnew(ClusterBuilderRD);
  2030. }
  2031. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2032. }
  2033. _free_render_buffer_data(rb);
  2034. {
  2035. RD::TextureFormat tf;
  2036. if (rb->view_count > 1) {
  2037. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2038. }
  2039. tf.format = _render_buffers_get_color_format();
  2040. tf.width = rb->width;
  2041. tf.height = rb->height;
  2042. tf.array_layers = rb->view_count; // create a layer for every view
  2043. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2044. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2045. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2046. }
  2047. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2048. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2049. }
  2050. {
  2051. RD::TextureFormat tf;
  2052. if (rb->view_count > 1) {
  2053. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2054. }
  2055. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2056. 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;
  2057. } else {
  2058. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2059. }
  2060. tf.width = p_width;
  2061. tf.height = p_height;
  2062. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2063. tf.array_layers = rb->view_count; // create a layer for every view
  2064. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2065. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2066. } else {
  2067. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2068. }
  2069. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2070. }
  2071. if (!_render_buffers_can_be_storage()) {
  2072. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2073. Vector<RID> fb;
  2074. fb.push_back(rb->texture);
  2075. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2076. }
  2077. RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
  2078. rb->data->configure(rb->texture, rb->depth_texture, target_texture, p_width, p_height, p_msaa, p_view_count);
  2079. if (is_clustered_enabled()) {
  2080. 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);
  2081. }
  2082. }
  2083. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2084. gi.half_resolution = p_enable;
  2085. }
  2086. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2087. sss_quality = p_quality;
  2088. }
  2089. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2090. return sss_quality;
  2091. }
  2092. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2093. sss_scale = p_scale;
  2094. sss_depth_scale = p_depth_scale;
  2095. }
  2096. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  2097. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2098. if (shadows_quality != p_quality) {
  2099. shadows_quality = p_quality;
  2100. switch (shadows_quality) {
  2101. case RS::SHADOW_QUALITY_HARD: {
  2102. penumbra_shadow_samples = 4;
  2103. soft_shadow_samples = 1;
  2104. shadows_quality_radius = 1.0;
  2105. } break;
  2106. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2107. penumbra_shadow_samples = 8;
  2108. soft_shadow_samples = 4;
  2109. shadows_quality_radius = 2.0;
  2110. } break;
  2111. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2112. penumbra_shadow_samples = 12;
  2113. soft_shadow_samples = 8;
  2114. shadows_quality_radius = 2.0;
  2115. } break;
  2116. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2117. penumbra_shadow_samples = 24;
  2118. soft_shadow_samples = 16;
  2119. shadows_quality_radius = 3.0;
  2120. } break;
  2121. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2122. penumbra_shadow_samples = 32;
  2123. soft_shadow_samples = 32;
  2124. shadows_quality_radius = 4.0;
  2125. } break;
  2126. case RS::SHADOW_QUALITY_MAX:
  2127. break;
  2128. }
  2129. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2130. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2131. }
  2132. _update_shader_quality_settings();
  2133. }
  2134. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  2135. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2136. if (directional_shadow_quality != p_quality) {
  2137. directional_shadow_quality = p_quality;
  2138. switch (directional_shadow_quality) {
  2139. case RS::SHADOW_QUALITY_HARD: {
  2140. directional_penumbra_shadow_samples = 4;
  2141. directional_soft_shadow_samples = 1;
  2142. directional_shadow_quality_radius = 1.0;
  2143. } break;
  2144. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2145. directional_penumbra_shadow_samples = 8;
  2146. directional_soft_shadow_samples = 4;
  2147. directional_shadow_quality_radius = 2.0;
  2148. } break;
  2149. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2150. directional_penumbra_shadow_samples = 12;
  2151. directional_soft_shadow_samples = 8;
  2152. directional_shadow_quality_radius = 2.0;
  2153. } break;
  2154. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2155. directional_penumbra_shadow_samples = 24;
  2156. directional_soft_shadow_samples = 16;
  2157. directional_shadow_quality_radius = 3.0;
  2158. } break;
  2159. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2160. directional_penumbra_shadow_samples = 32;
  2161. directional_soft_shadow_samples = 32;
  2162. directional_shadow_quality_radius = 4.0;
  2163. } break;
  2164. case RS::SHADOW_QUALITY_MAX:
  2165. break;
  2166. }
  2167. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2168. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2169. }
  2170. _update_shader_quality_settings();
  2171. }
  2172. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2173. if (decals_filter == p_filter) {
  2174. return;
  2175. }
  2176. decals_filter = p_filter;
  2177. _update_shader_quality_settings();
  2178. }
  2179. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2180. if (light_projectors_filter == p_filter) {
  2181. return;
  2182. }
  2183. light_projectors_filter = p_filter;
  2184. _update_shader_quality_settings();
  2185. }
  2186. int RendererSceneRenderRD::get_roughness_layers() const {
  2187. return sky.roughness_layers;
  2188. }
  2189. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2190. return sky.sky_use_cubemap_array;
  2191. }
  2192. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2193. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2194. ERR_FAIL_COND_V(!rb, nullptr);
  2195. return rb->data;
  2196. }
  2197. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2198. cluster.reflection_count = 0;
  2199. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2200. if (cluster.reflection_count == cluster.max_reflections) {
  2201. break;
  2202. }
  2203. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflections[i]);
  2204. if (!rpi) {
  2205. continue;
  2206. }
  2207. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2208. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2209. cluster.reflection_count++;
  2210. }
  2211. if (cluster.reflection_count > 0) {
  2212. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2213. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2214. }
  2215. bool using_forward_ids = _uses_forward_ids();
  2216. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2217. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2218. if (using_forward_ids) {
  2219. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2220. }
  2221. RID base_probe = rpi->probe;
  2222. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2223. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  2224. rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
  2225. reflection_ubo.box_extents[0] = extents.x;
  2226. reflection_ubo.box_extents[1] = extents.y;
  2227. reflection_ubo.box_extents[2] = extents.z;
  2228. reflection_ubo.index = rpi->atlas_index;
  2229. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  2230. reflection_ubo.box_offset[0] = origin_offset.x;
  2231. reflection_ubo.box_offset[1] = origin_offset.y;
  2232. reflection_ubo.box_offset[2] = origin_offset.z;
  2233. reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
  2234. reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
  2235. reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
  2236. reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
  2237. reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
  2238. Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
  2239. float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
  2240. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2241. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2242. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2243. Transform3D transform = rpi->transform;
  2244. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2245. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  2246. if (current_cluster_builder != nullptr) {
  2247. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2248. }
  2249. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2250. }
  2251. if (cluster.reflection_count) {
  2252. RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(Cluster::ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2253. }
  2254. }
  2255. void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
  2256. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2257. r_directional_light_count = 0;
  2258. r_positional_light_count = 0;
  2259. sky.sky_scene_state.ubo.directional_light_count = 0;
  2260. Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  2261. cluster.omni_light_count = 0;
  2262. cluster.spot_light_count = 0;
  2263. r_directional_light_soft_shadows = false;
  2264. for (int i = 0; i < (int)p_lights.size(); i++) {
  2265. LightInstance *li = light_instance_owner.getornull(p_lights[i]);
  2266. if (!li) {
  2267. continue;
  2268. }
  2269. RID base = li->light;
  2270. ERR_CONTINUE(base.is_null());
  2271. RS::LightType type = storage->light_get_type(base);
  2272. switch (type) {
  2273. case RS::LIGHT_DIRECTIONAL: {
  2274. // Copy to SkyDirectionalLightData
  2275. if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
  2276. RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
  2277. Transform3D light_transform = li->transform;
  2278. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  2279. sky_light_data.direction[0] = world_direction.x;
  2280. sky_light_data.direction[1] = world_direction.y;
  2281. sky_light_data.direction[2] = -world_direction.z;
  2282. float sign = storage->light_is_negative(base) ? -1 : 1;
  2283. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  2284. Color linear_col = storage->light_get_color(base).to_linear();
  2285. sky_light_data.color[0] = linear_col.r;
  2286. sky_light_data.color[1] = linear_col.g;
  2287. sky_light_data.color[2] = linear_col.b;
  2288. sky_light_data.enabled = true;
  2289. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2290. if (angular_diameter > 0.0) {
  2291. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2292. // technically this will keep expanding until reaching the sun, but all we care
  2293. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2294. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2295. if (storage->light_has_shadow(base)) {
  2296. r_directional_light_soft_shadows = true;
  2297. }
  2298. } else {
  2299. angular_diameter = 0.0;
  2300. }
  2301. sky_light_data.size = angular_diameter;
  2302. sky.sky_scene_state.ubo.directional_light_count++;
  2303. }
  2304. if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
  2305. continue;
  2306. }
  2307. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2308. Transform3D light_transform = li->transform;
  2309. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2310. light_data.direction[0] = direction.x;
  2311. light_data.direction[1] = direction.y;
  2312. light_data.direction[2] = direction.z;
  2313. float sign = storage->light_is_negative(base) ? -1 : 1;
  2314. light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2315. Color linear_col = storage->light_get_color(base).to_linear();
  2316. light_data.color[0] = linear_col.r;
  2317. light_data.color[1] = linear_col.g;
  2318. light_data.color[2] = linear_col.b;
  2319. light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2320. light_data.mask = storage->light_get_cull_mask(base);
  2321. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2322. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2323. Color shadow_col = storage->light_get_shadow_color(base).to_linear();
  2324. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2325. light_data.shadow_color1[0] = 1.0;
  2326. light_data.shadow_color1[1] = 0.0;
  2327. light_data.shadow_color1[2] = 0.0;
  2328. light_data.shadow_color1[3] = 1.0;
  2329. light_data.shadow_color2[0] = 0.0;
  2330. light_data.shadow_color2[1] = 1.0;
  2331. light_data.shadow_color2[2] = 0.0;
  2332. light_data.shadow_color2[3] = 1.0;
  2333. light_data.shadow_color3[0] = 0.0;
  2334. light_data.shadow_color3[1] = 0.0;
  2335. light_data.shadow_color3[2] = 1.0;
  2336. light_data.shadow_color3[3] = 1.0;
  2337. light_data.shadow_color4[0] = 1.0;
  2338. light_data.shadow_color4[1] = 1.0;
  2339. light_data.shadow_color4[2] = 0.0;
  2340. light_data.shadow_color4[3] = 1.0;
  2341. } else {
  2342. light_data.shadow_color1[0] = shadow_col.r;
  2343. light_data.shadow_color1[1] = shadow_col.g;
  2344. light_data.shadow_color1[2] = shadow_col.b;
  2345. light_data.shadow_color1[3] = 1.0;
  2346. light_data.shadow_color2[0] = shadow_col.r;
  2347. light_data.shadow_color2[1] = shadow_col.g;
  2348. light_data.shadow_color2[2] = shadow_col.b;
  2349. light_data.shadow_color2[3] = 1.0;
  2350. light_data.shadow_color3[0] = shadow_col.r;
  2351. light_data.shadow_color3[1] = shadow_col.g;
  2352. light_data.shadow_color3[2] = shadow_col.b;
  2353. light_data.shadow_color3[3] = 1.0;
  2354. light_data.shadow_color4[0] = shadow_col.r;
  2355. light_data.shadow_color4[1] = shadow_col.g;
  2356. light_data.shadow_color4[2] = shadow_col.b;
  2357. light_data.shadow_color4[3] = 1.0;
  2358. }
  2359. light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
  2360. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2361. if (angular_diameter > 0.0) {
  2362. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2363. // technically this will keep expanding until reaching the sun, but all we care
  2364. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2365. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2366. } else {
  2367. angular_diameter = 0.0;
  2368. }
  2369. if (light_data.shadow_enabled) {
  2370. RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
  2371. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2372. light_data.blend_splits = storage->light_directional_get_blend_splits(base);
  2373. for (int j = 0; j < 4; j++) {
  2374. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2375. CameraMatrix matrix = li->shadow_transform[j].camera;
  2376. float split = li->shadow_transform[MIN(limit, j)].split;
  2377. CameraMatrix bias;
  2378. bias.set_light_bias();
  2379. CameraMatrix rectm;
  2380. rectm.set_light_atlas_rect(atlas_rect);
  2381. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2382. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2383. light_data.shadow_split_offsets[j] = split;
  2384. float bias_scale = li->shadow_transform[j].bias_scale;
  2385. light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2386. light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2387. light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
  2388. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2389. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2390. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2391. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2392. uv_scale *= atlas_rect.size; //adapt to atlas size
  2393. switch (j) {
  2394. case 0: {
  2395. light_data.uv_scale1[0] = uv_scale.x;
  2396. light_data.uv_scale1[1] = uv_scale.y;
  2397. } break;
  2398. case 1: {
  2399. light_data.uv_scale2[0] = uv_scale.x;
  2400. light_data.uv_scale2[1] = uv_scale.y;
  2401. } break;
  2402. case 2: {
  2403. light_data.uv_scale3[0] = uv_scale.x;
  2404. light_data.uv_scale3[1] = uv_scale.y;
  2405. } break;
  2406. case 3: {
  2407. light_data.uv_scale4[0] = uv_scale.x;
  2408. light_data.uv_scale4[1] = uv_scale.y;
  2409. } break;
  2410. }
  2411. }
  2412. float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2413. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2414. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2415. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2416. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2417. light_data.softshadow_angle = angular_diameter;
  2418. light_data.bake_mode = storage->light_get_bake_mode(base);
  2419. if (angular_diameter <= 0.0) {
  2420. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2421. }
  2422. }
  2423. r_directional_light_count++;
  2424. } break;
  2425. case RS::LIGHT_OMNI: {
  2426. if (cluster.omni_light_count >= cluster.max_lights) {
  2427. continue;
  2428. }
  2429. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2430. cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2431. cluster.omni_light_count++;
  2432. } break;
  2433. case RS::LIGHT_SPOT: {
  2434. if (cluster.spot_light_count >= cluster.max_lights) {
  2435. continue;
  2436. }
  2437. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2438. cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2439. cluster.spot_light_count++;
  2440. } break;
  2441. }
  2442. li->last_pass = RSG::rasterizer->get_frame_number();
  2443. }
  2444. if (cluster.omni_light_count) {
  2445. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2446. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2447. }
  2448. if (cluster.spot_light_count) {
  2449. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2450. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2451. }
  2452. ShadowAtlas *shadow_atlas = nullptr;
  2453. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2454. shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  2455. }
  2456. bool using_forward_ids = _uses_forward_ids();
  2457. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2458. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2459. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2460. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2461. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2462. RID base = li->light;
  2463. if (using_forward_ids) {
  2464. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2465. }
  2466. Transform3D light_transform = li->transform;
  2467. float sign = storage->light_is_negative(base) ? -1 : 1;
  2468. Color linear_col = storage->light_get_color(base).to_linear();
  2469. light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2470. float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2471. light_data.color[0] = linear_col.r * energy;
  2472. light_data.color[1] = linear_col.g * energy;
  2473. light_data.color[2] = linear_col.b * energy;
  2474. light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2475. light_data.bake_mode = storage->light_get_bake_mode(base);
  2476. float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2477. light_data.inv_radius = 1.0 / radius;
  2478. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2479. light_data.position[0] = pos.x;
  2480. light_data.position[1] = pos.y;
  2481. light_data.position[2] = pos.z;
  2482. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2483. light_data.direction[0] = direction.x;
  2484. light_data.direction[1] = direction.y;
  2485. light_data.direction[2] = direction.z;
  2486. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2487. light_data.size = size;
  2488. light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2489. float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2490. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2491. light_data.mask = storage->light_get_cull_mask(base);
  2492. light_data.atlas_rect[0] = 0;
  2493. light_data.atlas_rect[1] = 0;
  2494. light_data.atlas_rect[2] = 0;
  2495. light_data.atlas_rect[3] = 0;
  2496. RID projector = storage->light_get_projector(base);
  2497. if (projector.is_valid()) {
  2498. Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
  2499. if (type == RS::LIGHT_SPOT) {
  2500. light_data.projector_rect[0] = rect.position.x;
  2501. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2502. light_data.projector_rect[2] = rect.size.width;
  2503. light_data.projector_rect[3] = -rect.size.height;
  2504. } else {
  2505. light_data.projector_rect[0] = rect.position.x;
  2506. light_data.projector_rect[1] = rect.position.y;
  2507. light_data.projector_rect[2] = rect.size.width;
  2508. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2509. }
  2510. } else {
  2511. light_data.projector_rect[0] = 0;
  2512. light_data.projector_rect[1] = 0;
  2513. light_data.projector_rect[2] = 0;
  2514. light_data.projector_rect[3] = 0;
  2515. }
  2516. if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
  2517. // fill in the shadow information
  2518. light_data.shadow_enabled = true;
  2519. if (type == RS::LIGHT_SPOT) {
  2520. light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0);
  2521. } else { //omni
  2522. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2523. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2524. 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
  2525. }
  2526. light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
  2527. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas);
  2528. light_data.atlas_rect[0] = rect.position.x;
  2529. light_data.atlas_rect[1] = rect.position.y;
  2530. light_data.atlas_rect[2] = rect.size.width;
  2531. light_data.atlas_rect[3] = rect.size.height;
  2532. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2533. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2534. if (type == RS::LIGHT_OMNI) {
  2535. light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
  2536. Transform3D proj = (inverse_transform * light_transform).inverse();
  2537. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  2538. if (size > 0.0) {
  2539. light_data.soft_shadow_size = size;
  2540. } else {
  2541. light_data.soft_shadow_size = 0.0;
  2542. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2543. }
  2544. } else if (type == RS::LIGHT_SPOT) {
  2545. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2546. CameraMatrix bias;
  2547. bias.set_light_bias();
  2548. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2549. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  2550. if (size > 0.0) {
  2551. CameraMatrix cm = li->shadow_transform[0].camera;
  2552. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2553. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2554. } else {
  2555. light_data.soft_shadow_size = 0.0;
  2556. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2557. }
  2558. }
  2559. } else {
  2560. light_data.shadow_enabled = false;
  2561. }
  2562. li->cull_mask = storage->light_get_cull_mask(base);
  2563. if (current_cluster_builder != nullptr) {
  2564. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2565. }
  2566. r_positional_light_count++;
  2567. }
  2568. //update without barriers
  2569. if (cluster.omni_light_count) {
  2570. 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);
  2571. }
  2572. if (cluster.spot_light_count) {
  2573. 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);
  2574. }
  2575. if (r_directional_light_count) {
  2576. 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);
  2577. }
  2578. }
  2579. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2580. Transform3D uv_xform;
  2581. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2582. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2583. uint32_t decal_count = p_decals.size();
  2584. cluster.decal_count = 0;
  2585. for (uint32_t i = 0; i < decal_count; i++) {
  2586. if (cluster.decal_count == cluster.max_decals) {
  2587. break;
  2588. }
  2589. DecalInstance *di = decal_instance_owner.getornull(p_decals[i]);
  2590. if (!di) {
  2591. continue;
  2592. }
  2593. RID decal = di->decal;
  2594. Transform3D xform = di->transform;
  2595. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2596. if (storage->decal_is_distance_fade_enabled(decal)) {
  2597. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2598. float fade_length = storage->decal_get_distance_fade_length(decal);
  2599. if (distance > fade_begin) {
  2600. if (distance > fade_begin + fade_length) {
  2601. continue; // do not use this decal, its invisible
  2602. }
  2603. }
  2604. }
  2605. cluster.decal_sort[cluster.decal_count].instance = di;
  2606. cluster.decal_sort[cluster.decal_count].depth = distance;
  2607. cluster.decal_count++;
  2608. }
  2609. if (cluster.decal_count > 0) {
  2610. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2611. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2612. }
  2613. bool using_forward_ids = _uses_forward_ids();
  2614. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2615. DecalInstance *di = cluster.decal_sort[i].instance;
  2616. RID decal = di->decal;
  2617. if (using_forward_ids) {
  2618. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2619. }
  2620. di->cull_mask = storage->decal_get_cull_mask(decal);
  2621. Transform3D xform = di->transform;
  2622. float fade = 1.0;
  2623. if (storage->decal_is_distance_fade_enabled(decal)) {
  2624. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2625. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2626. float fade_length = storage->decal_get_distance_fade_length(decal);
  2627. if (distance > fade_begin) {
  2628. fade = 1.0 - (distance - fade_begin) / fade_length;
  2629. }
  2630. }
  2631. Cluster::DecalData &dd = cluster.decals[i];
  2632. Vector3 decal_extents = storage->decal_get_extents(decal);
  2633. Transform3D scale_xform;
  2634. scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
  2635. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2636. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  2637. Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
  2638. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2639. dd.normal[0] = normal.x;
  2640. dd.normal[1] = normal.y;
  2641. dd.normal[2] = normal.z;
  2642. dd.normal_fade = storage->decal_get_normal_fade(decal);
  2643. RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2644. RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2645. if (albedo_tex.is_valid()) {
  2646. Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
  2647. dd.albedo_rect[0] = rect.position.x;
  2648. dd.albedo_rect[1] = rect.position.y;
  2649. dd.albedo_rect[2] = rect.size.x;
  2650. dd.albedo_rect[3] = rect.size.y;
  2651. } else {
  2652. if (!emission_tex.is_valid()) {
  2653. continue; //no albedo, no emission, no decal.
  2654. }
  2655. dd.albedo_rect[0] = 0;
  2656. dd.albedo_rect[1] = 0;
  2657. dd.albedo_rect[2] = 0;
  2658. dd.albedo_rect[3] = 0;
  2659. }
  2660. RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2661. if (normal_tex.is_valid()) {
  2662. Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
  2663. dd.normal_rect[0] = rect.position.x;
  2664. dd.normal_rect[1] = rect.position.y;
  2665. dd.normal_rect[2] = rect.size.x;
  2666. dd.normal_rect[3] = rect.size.y;
  2667. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2668. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  2669. } else {
  2670. dd.normal_rect[0] = 0;
  2671. dd.normal_rect[1] = 0;
  2672. dd.normal_rect[2] = 0;
  2673. dd.normal_rect[3] = 0;
  2674. }
  2675. RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2676. if (orm_tex.is_valid()) {
  2677. Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
  2678. dd.orm_rect[0] = rect.position.x;
  2679. dd.orm_rect[1] = rect.position.y;
  2680. dd.orm_rect[2] = rect.size.x;
  2681. dd.orm_rect[3] = rect.size.y;
  2682. } else {
  2683. dd.orm_rect[0] = 0;
  2684. dd.orm_rect[1] = 0;
  2685. dd.orm_rect[2] = 0;
  2686. dd.orm_rect[3] = 0;
  2687. }
  2688. if (emission_tex.is_valid()) {
  2689. Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
  2690. dd.emission_rect[0] = rect.position.x;
  2691. dd.emission_rect[1] = rect.position.y;
  2692. dd.emission_rect[2] = rect.size.x;
  2693. dd.emission_rect[3] = rect.size.y;
  2694. } else {
  2695. dd.emission_rect[0] = 0;
  2696. dd.emission_rect[1] = 0;
  2697. dd.emission_rect[2] = 0;
  2698. dd.emission_rect[3] = 0;
  2699. }
  2700. Color modulate = storage->decal_get_modulate(decal);
  2701. dd.modulate[0] = modulate.r;
  2702. dd.modulate[1] = modulate.g;
  2703. dd.modulate[2] = modulate.b;
  2704. dd.modulate[3] = modulate.a * fade;
  2705. dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
  2706. dd.albedo_mix = storage->decal_get_albedo_mix(decal);
  2707. dd.mask = storage->decal_get_cull_mask(decal);
  2708. dd.upper_fade = storage->decal_get_upper_fade(decal);
  2709. dd.lower_fade = storage->decal_get_lower_fade(decal);
  2710. if (current_cluster_builder != nullptr) {
  2711. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2712. }
  2713. }
  2714. if (cluster.decal_count > 0) {
  2715. 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);
  2716. }
  2717. }
  2718. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  2719. ERR_FAIL_COND(!rb->volumetric_fog);
  2720. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  2721. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  2722. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  2723. if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  2724. RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
  2725. }
  2726. if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
  2727. RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
  2728. }
  2729. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2730. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  2731. }
  2732. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  2733. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  2734. }
  2735. memdelete(rb->volumetric_fog);
  2736. rb->volumetric_fog = nullptr;
  2737. }
  2738. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count) {
  2739. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  2740. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2741. ERR_FAIL_COND(!rb);
  2742. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  2743. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  2744. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  2745. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  2746. if (rb->volumetric_fog) {
  2747. //validate
  2748. 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) {
  2749. _volumetric_fog_erase(rb);
  2750. }
  2751. }
  2752. if (!env || !env->volumetric_fog_enabled) {
  2753. //no reason to enable or update, bye
  2754. return;
  2755. }
  2756. RENDER_TIMESTAMP(">Volumetric Fog");
  2757. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  2758. //required volumetric fog but not existing, create
  2759. rb->volumetric_fog = memnew(VolumetricFog);
  2760. rb->volumetric_fog->width = target_width;
  2761. rb->volumetric_fog->height = target_height;
  2762. rb->volumetric_fog->depth = volumetric_fog_depth;
  2763. RD::TextureFormat tf;
  2764. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2765. tf.width = target_width;
  2766. tf.height = target_height;
  2767. tf.depth = volumetric_fog_depth;
  2768. tf.texture_type = RD::TEXTURE_TYPE_3D;
  2769. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  2770. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2771. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2772. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2773. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  2774. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  2775. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2776. Vector<RD::Uniform> uniforms;
  2777. {
  2778. RD::Uniform u;
  2779. u.binding = 0;
  2780. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2781. u.ids.push_back(rb->volumetric_fog->fog_map);
  2782. uniforms.push_back(u);
  2783. }
  2784. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  2785. }
  2786. //update volumetric fog
  2787. if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  2788. //re create uniform set if needed
  2789. Vector<RD::Uniform> uniforms;
  2790. {
  2791. RD::Uniform u;
  2792. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2793. u.binding = 1;
  2794. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  2795. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  2796. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2797. } else {
  2798. u.ids.push_back(shadow_atlas->depth);
  2799. }
  2800. uniforms.push_back(u);
  2801. }
  2802. {
  2803. RD::Uniform u;
  2804. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2805. u.binding = 2;
  2806. if (directional_shadow.depth.is_valid()) {
  2807. u.ids.push_back(directional_shadow.depth);
  2808. } else {
  2809. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2810. }
  2811. uniforms.push_back(u);
  2812. }
  2813. {
  2814. RD::Uniform u;
  2815. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2816. u.binding = 3;
  2817. u.ids.push_back(get_omni_light_buffer());
  2818. uniforms.push_back(u);
  2819. }
  2820. {
  2821. RD::Uniform u;
  2822. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2823. u.binding = 4;
  2824. u.ids.push_back(get_spot_light_buffer());
  2825. uniforms.push_back(u);
  2826. }
  2827. {
  2828. RD::Uniform u;
  2829. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2830. u.binding = 5;
  2831. u.ids.push_back(get_directional_light_buffer());
  2832. uniforms.push_back(u);
  2833. }
  2834. {
  2835. RD::Uniform u;
  2836. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2837. u.binding = 6;
  2838. u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
  2839. uniforms.push_back(u);
  2840. }
  2841. {
  2842. RD::Uniform u;
  2843. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2844. u.binding = 7;
  2845. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2846. uniforms.push_back(u);
  2847. }
  2848. {
  2849. RD::Uniform u;
  2850. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2851. u.binding = 8;
  2852. u.ids.push_back(rb->volumetric_fog->light_density_map);
  2853. uniforms.push_back(u);
  2854. }
  2855. {
  2856. RD::Uniform u;
  2857. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2858. u.binding = 9;
  2859. u.ids.push_back(rb->volumetric_fog->fog_map);
  2860. uniforms.push_back(u);
  2861. }
  2862. {
  2863. RD::Uniform u;
  2864. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2865. u.binding = 10;
  2866. u.ids.push_back(shadow_sampler);
  2867. uniforms.push_back(u);
  2868. }
  2869. {
  2870. RD::Uniform u;
  2871. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2872. u.binding = 11;
  2873. u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  2874. uniforms.push_back(u);
  2875. }
  2876. {
  2877. RD::Uniform u;
  2878. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2879. u.binding = 12;
  2880. for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
  2881. u.ids.push_back(rb->gi.voxel_gi_textures[i]);
  2882. }
  2883. uniforms.push_back(u);
  2884. }
  2885. {
  2886. RD::Uniform u;
  2887. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2888. u.binding = 13;
  2889. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2890. uniforms.push_back(u);
  2891. }
  2892. {
  2893. RD::Uniform u;
  2894. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2895. u.binding = 14;
  2896. u.ids.push_back(volumetric_fog.params_ubo);
  2897. uniforms.push_back(u);
  2898. }
  2899. {
  2900. RD::Uniform u;
  2901. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2902. u.binding = 15;
  2903. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  2904. uniforms.push_back(u);
  2905. }
  2906. rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  2907. SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
  2908. rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  2909. }
  2910. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  2911. if (using_sdfgi) {
  2912. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2913. Vector<RD::Uniform> uniforms;
  2914. {
  2915. RD::Uniform u;
  2916. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2917. u.binding = 0;
  2918. u.ids.push_back(gi.sdfgi_ubo);
  2919. uniforms.push_back(u);
  2920. }
  2921. {
  2922. RD::Uniform u;
  2923. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2924. u.binding = 1;
  2925. u.ids.push_back(rb->sdfgi->ambient_texture);
  2926. uniforms.push_back(u);
  2927. }
  2928. {
  2929. RD::Uniform u;
  2930. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2931. u.binding = 2;
  2932. u.ids.push_back(rb->sdfgi->occlusion_texture);
  2933. uniforms.push_back(u);
  2934. }
  2935. 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);
  2936. }
  2937. }
  2938. rb->volumetric_fog->length = env->volumetric_fog_length;
  2939. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  2940. VolumetricFogShader::ParamsUBO params;
  2941. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  2942. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  2943. float z_near = p_cam_projection.get_z_near();
  2944. float z_far = p_cam_projection.get_z_far();
  2945. float fog_end = env->volumetric_fog_length;
  2946. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  2947. Vector2 fog_near_size;
  2948. if (p_cam_projection.is_orthogonal()) {
  2949. fog_near_size = fog_far_size;
  2950. } else {
  2951. fog_near_size = Vector2();
  2952. }
  2953. params.fog_frustum_size_begin[0] = fog_near_size.x;
  2954. params.fog_frustum_size_begin[1] = fog_near_size.y;
  2955. params.fog_frustum_size_end[0] = fog_far_size.x;
  2956. params.fog_frustum_size_end[1] = fog_far_size.y;
  2957. params.z_near = z_near;
  2958. params.z_far = z_far;
  2959. params.fog_frustum_end = fog_end;
  2960. params.fog_volume_size[0] = rb->volumetric_fog->width;
  2961. params.fog_volume_size[1] = rb->volumetric_fog->height;
  2962. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  2963. params.directional_light_count = p_directional_light_count;
  2964. Color light = env->volumetric_fog_light.to_linear();
  2965. params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
  2966. params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
  2967. params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
  2968. params.base_density = env->volumetric_fog_density;
  2969. params.detail_spread = env->volumetric_fog_detail_spread;
  2970. params.gi_inject = env->volumetric_fog_gi_inject;
  2971. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  2972. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  2973. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  2974. params.cam_rotation[3] = 0;
  2975. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  2976. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  2977. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  2978. params.cam_rotation[7] = 0;
  2979. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  2980. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  2981. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  2982. params.cam_rotation[11] = 0;
  2983. params.filter_axis = 0;
  2984. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  2985. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  2986. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  2987. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  2988. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  2989. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  2990. {
  2991. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  2992. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  2993. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  2994. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  2995. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
  2996. params.cluster_width = cluster_screen_width;
  2997. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  2998. params.screen_size[0] = rb->width;
  2999. params.screen_size[1] = rb->height;
  3000. }
  3001. /* Vector2 dssize = directional_shadow_get_size();
  3002. push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
  3003. push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
  3004. */
  3005. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  3006. RENDER_TIMESTAMP("Render Fog");
  3007. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3008. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3009. bool use_filter = volumetric_fog_filter_active;
  3010. 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]);
  3011. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  3012. if (using_sdfgi) {
  3013. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3014. }
  3015. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3016. RD::get_singleton()->draw_command_end_label();
  3017. RD::get_singleton()->compute_list_end();
  3018. 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);
  3019. compute_list = RD::get_singleton()->compute_list_begin();
  3020. if (use_filter) {
  3021. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  3022. RENDER_TIMESTAMP("Filter Fog");
  3023. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  3024. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  3025. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3026. RD::get_singleton()->compute_list_end();
  3027. //need restart for buffer update
  3028. params.filter_axis = 1;
  3029. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  3030. compute_list = RD::get_singleton()->compute_list_begin();
  3031. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  3032. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
  3033. if (using_sdfgi) {
  3034. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3035. }
  3036. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3037. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3038. RD::get_singleton()->draw_command_end_label();
  3039. }
  3040. RENDER_TIMESTAMP("Integrate Fog");
  3041. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  3042. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
  3043. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  3044. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  3045. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  3046. RENDER_TIMESTAMP("<Volumetric Fog");
  3047. RD::get_singleton()->draw_command_end_label();
  3048. rb->volumetric_fog->prev_cam_transform = p_cam_transform;
  3049. }
  3050. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3051. if (p_render_data->render_buffers.is_valid()) {
  3052. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  3053. if (rb->sdfgi != nullptr) {
  3054. return true;
  3055. }
  3056. }
  3057. return false;
  3058. }
  3059. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3060. if (p_render_data->render_buffers.is_valid()) {
  3061. if (p_use_gi) {
  3062. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  3063. ERR_FAIL_COND(rb == nullptr);
  3064. if (rb->sdfgi == nullptr) {
  3065. return;
  3066. }
  3067. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
  3068. rb->sdfgi->update_probes(env, sky.sky_owner.getornull(env->sky));
  3069. }
  3070. }
  3071. }
  3072. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3073. if (p_render_data->render_buffers.is_valid()) {
  3074. if (p_use_gi) {
  3075. RD::get_singleton()->compute_list_end();
  3076. }
  3077. }
  3078. }
  3079. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
  3080. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  3081. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  3082. RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
  3083. ERR_FAIL_COND(rb == nullptr);
  3084. if (rb->sdfgi != nullptr) {
  3085. rb->sdfgi->store_probes();
  3086. }
  3087. }
  3088. render_state.cube_shadows.clear();
  3089. render_state.shadows.clear();
  3090. render_state.directional_shadows.clear();
  3091. Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
  3092. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  3093. {
  3094. for (int i = 0; i < render_state.render_shadow_count; i++) {
  3095. LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light);
  3096. if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  3097. render_state.directional_shadows.push_back(i);
  3098. } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3099. render_state.cube_shadows.push_back(i);
  3100. } else {
  3101. render_state.shadows.push_back(i);
  3102. }
  3103. }
  3104. //cube shadows are rendered in their own way
  3105. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  3106. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
  3107. }
  3108. if (render_state.directional_shadows.size()) {
  3109. //open the pass for directional shadows
  3110. _update_directional_shadow_atlas();
  3111. 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);
  3112. RD::get_singleton()->draw_list_end();
  3113. }
  3114. }
  3115. // Render GI
  3116. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  3117. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  3118. if (render_shadows && render_gi) {
  3119. RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
  3120. } else if (render_shadows) {
  3121. RENDER_TIMESTAMP("Render Shadows");
  3122. } else if (render_gi) {
  3123. RENDER_TIMESTAMP("Render GI");
  3124. }
  3125. //prepare shadow rendering
  3126. if (render_shadows) {
  3127. _render_shadow_begin();
  3128. //render directional shadows
  3129. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  3130. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  3131. }
  3132. //render positional shadows
  3133. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  3134. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  3135. }
  3136. _render_shadow_process();
  3137. }
  3138. //start GI
  3139. if (render_gi) {
  3140. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  3141. }
  3142. //Do shadow rendering (in parallel with GI)
  3143. if (render_shadows) {
  3144. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  3145. }
  3146. if (render_gi) {
  3147. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  3148. }
  3149. if (p_render_data->render_buffers.is_valid()) {
  3150. if (p_use_ssao) {
  3151. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
  3152. }
  3153. }
  3154. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  3155. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  3156. if (current_cluster_builder) {
  3157. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  3158. }
  3159. bool using_shadows = true;
  3160. if (p_render_data->reflection_probe.is_valid()) {
  3161. if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  3162. using_shadows = false;
  3163. }
  3164. } else {
  3165. //do not render reflections when rendering a reflection probe
  3166. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  3167. }
  3168. uint32_t directional_light_count = 0;
  3169. uint32_t positional_light_count = 0;
  3170. _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
  3171. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  3172. p_render_data->directional_light_count = directional_light_count;
  3173. if (current_cluster_builder) {
  3174. current_cluster_builder->bake_cluster();
  3175. }
  3176. if (p_render_data->render_buffers.is_valid()) {
  3177. bool directional_shadows = false;
  3178. for (uint32_t i = 0; i < directional_light_count; i++) {
  3179. if (cluster.directional_lights[i].shadow_enabled) {
  3180. directional_shadows = true;
  3181. break;
  3182. }
  3183. }
  3184. if (is_volumetric_supported()) {
  3185. _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count);
  3186. }
  3187. }
  3188. }
  3189. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  3190. // getting this here now so we can direct call a bunch of things more easily
  3191. RenderBuffers *rb = nullptr;
  3192. if (p_render_buffers.is_valid()) {
  3193. rb = render_buffers_owner.getornull(p_render_buffers);
  3194. ERR_FAIL_COND(!rb);
  3195. }
  3196. //assign render data
  3197. RenderDataRD render_data;
  3198. {
  3199. render_data.render_buffers = p_render_buffers;
  3200. // Our first camera is used by default
  3201. render_data.cam_transform = p_camera_data->main_transform;
  3202. render_data.cam_projection = p_camera_data->main_projection;
  3203. render_data.view_projection[0] = p_camera_data->main_projection;
  3204. render_data.cam_ortogonal = p_camera_data->is_ortogonal;
  3205. render_data.view_count = p_camera_data->view_count;
  3206. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3207. render_data.view_projection[v] = p_camera_data->view_projection[v];
  3208. }
  3209. render_data.z_near = p_camera_data->main_projection.get_z_near();
  3210. render_data.z_far = p_camera_data->main_projection.get_z_far();
  3211. render_data.instances = &p_instances;
  3212. render_data.lights = &p_lights;
  3213. render_data.reflection_probes = &p_reflection_probes;
  3214. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  3215. render_data.decals = &p_decals;
  3216. render_data.lightmaps = &p_lightmaps;
  3217. render_data.environment = p_environment;
  3218. render_data.camera_effects = p_camera_effects;
  3219. render_data.shadow_atlas = p_shadow_atlas;
  3220. render_data.reflection_atlas = p_reflection_atlas;
  3221. render_data.reflection_probe = p_reflection_probe;
  3222. render_data.reflection_probe_pass = p_reflection_probe_pass;
  3223. // this should be the same for all cameras..
  3224. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  3225. render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z));
  3226. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  3227. render_data.screen_lod_threshold = 0.0;
  3228. } else {
  3229. render_data.screen_lod_threshold = p_screen_lod_threshold;
  3230. }
  3231. render_state.render_shadows = p_render_shadows;
  3232. render_state.render_shadow_count = p_render_shadow_count;
  3233. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3234. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3235. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3236. render_data.render_info = r_render_info;
  3237. }
  3238. PagedArray<RID> empty;
  3239. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3240. render_data.lights = &empty;
  3241. render_data.reflection_probes = &empty;
  3242. render_data.voxel_gi_instances = &empty;
  3243. }
  3244. //sdfgi first
  3245. if (rb != nullptr && rb->sdfgi != nullptr) {
  3246. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3247. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  3248. }
  3249. if (render_state.sdfgi_update_data->update_static) {
  3250. 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);
  3251. }
  3252. }
  3253. Color clear_color;
  3254. if (p_render_buffers.is_valid()) {
  3255. clear_color = storage->render_target_get_clear_request_color(rb->render_target);
  3256. } else {
  3257. clear_color = storage->get_default_clear_color();
  3258. }
  3259. //assign render indices to voxel_gi_instances
  3260. if (is_dynamic_gi_supported()) {
  3261. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3262. RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.getornull(p_voxel_gi_instances[i]);
  3263. if (voxel_gi_inst) {
  3264. voxel_gi_inst->render_index = i;
  3265. }
  3266. }
  3267. }
  3268. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3269. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3270. current_cluster_builder = rb->cluster_builder;
  3271. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3272. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_data.reflection_probe);
  3273. ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas);
  3274. if (!ra) {
  3275. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3276. current_cluster_builder = nullptr;
  3277. } else {
  3278. current_cluster_builder = ra->cluster_builder;
  3279. }
  3280. } else {
  3281. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  3282. current_cluster_builder = nullptr;
  3283. }
  3284. render_state.voxel_gi_count = 0;
  3285. if (rb != nullptr && is_dynamic_gi_supported()) {
  3286. if (rb->sdfgi) {
  3287. rb->sdfgi->update_cascades();
  3288. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  3289. rb->sdfgi->update_light();
  3290. }
  3291. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  3292. }
  3293. render_state.depth_prepass_used = false;
  3294. //calls _pre_opaque_render between depth pre-pass and opaque pass
  3295. if (current_cluster_builder != nullptr) {
  3296. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  3297. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  3298. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  3299. }
  3300. _render_scene(&render_data, clear_color);
  3301. if (p_render_buffers.is_valid()) {
  3302. /*
  3303. _debug_draw_cluster(p_render_buffers);
  3304. RENDER_TIMESTAMP("Tonemap");
  3305. _render_buffers_post_process_and_tonemap(&render_data);
  3306. */
  3307. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  3308. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  3309. rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
  3310. }
  3311. }
  3312. }
  3313. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  3314. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  3315. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  3316. if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
  3317. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  3318. switch (dd) {
  3319. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  3320. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  3321. break;
  3322. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  3323. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  3324. break;
  3325. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  3326. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  3327. break;
  3328. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  3329. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  3330. break;
  3331. default: {
  3332. }
  3333. }
  3334. current_cluster_builder->debug(elem_type);
  3335. }
  3336. }
  3337. }
  3338. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  3339. LightInstance *light_instance = light_instance_owner.getornull(p_light);
  3340. ERR_FAIL_COND(!light_instance);
  3341. Rect2i atlas_rect;
  3342. uint32_t atlas_size;
  3343. RID atlas_fb;
  3344. bool using_dual_paraboloid = false;
  3345. bool using_dual_paraboloid_flip = false;
  3346. RID render_fb;
  3347. RID render_texture;
  3348. float zfar;
  3349. bool use_pancake = false;
  3350. bool render_cubemap = false;
  3351. bool finalize_cubemap = false;
  3352. bool flip_y = false;
  3353. CameraMatrix light_projection;
  3354. Transform3D light_transform;
  3355. if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  3356. //set pssm stuff
  3357. if (light_instance->last_scene_shadow_pass != scene_pass) {
  3358. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  3359. directional_shadow.current_light++;
  3360. light_instance->last_scene_shadow_pass = scene_pass;
  3361. }
  3362. use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  3363. light_projection = light_instance->shadow_transform[p_pass].camera;
  3364. light_transform = light_instance->shadow_transform[p_pass].transform;
  3365. atlas_rect.position.x = light_instance->directional_rect.position.x;
  3366. atlas_rect.position.y = light_instance->directional_rect.position.y;
  3367. atlas_rect.size.width = light_instance->directional_rect.size.x;
  3368. atlas_rect.size.height = light_instance->directional_rect.size.y;
  3369. if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3370. atlas_rect.size.width /= 2;
  3371. atlas_rect.size.height /= 2;
  3372. if (p_pass == 1) {
  3373. atlas_rect.position.x += atlas_rect.size.width;
  3374. } else if (p_pass == 2) {
  3375. atlas_rect.position.y += atlas_rect.size.height;
  3376. } else if (p_pass == 3) {
  3377. atlas_rect.position.x += atlas_rect.size.width;
  3378. atlas_rect.position.y += atlas_rect.size.height;
  3379. }
  3380. } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3381. atlas_rect.size.height /= 2;
  3382. if (p_pass == 0) {
  3383. } else {
  3384. atlas_rect.position.y += atlas_rect.size.height;
  3385. }
  3386. }
  3387. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  3388. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  3389. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  3390. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3391. render_fb = directional_shadow.fb;
  3392. render_texture = RID();
  3393. flip_y = true;
  3394. } else {
  3395. //set from shadow atlas
  3396. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  3397. ERR_FAIL_COND(!shadow_atlas);
  3398. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  3399. _update_shadow_atlas(shadow_atlas);
  3400. uint32_t key = shadow_atlas->shadow_owners[p_light];
  3401. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3402. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3403. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  3404. uint32_t quadrant_size = shadow_atlas->size >> 1;
  3405. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  3406. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  3407. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  3408. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3409. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3410. atlas_rect.size.width = shadow_size;
  3411. atlas_rect.size.height = shadow_size;
  3412. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3413. if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  3414. if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3415. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  3416. render_fb = cubemap->side_fb[p_pass];
  3417. render_texture = cubemap->cubemap;
  3418. light_projection = light_instance->shadow_transform[p_pass].camera;
  3419. light_transform = light_instance->shadow_transform[p_pass].transform;
  3420. render_cubemap = true;
  3421. finalize_cubemap = p_pass == 5;
  3422. atlas_fb = shadow_atlas->fb;
  3423. atlas_size = shadow_atlas->size;
  3424. if (p_pass == 0) {
  3425. _render_shadow_begin();
  3426. }
  3427. } else {
  3428. light_projection = light_instance->shadow_transform[0].camera;
  3429. light_transform = light_instance->shadow_transform[0].transform;
  3430. atlas_rect.size.height /= 2;
  3431. atlas_rect.position.y += p_pass * atlas_rect.size.height;
  3432. using_dual_paraboloid = true;
  3433. using_dual_paraboloid_flip = p_pass == 1;
  3434. render_fb = shadow_atlas->fb;
  3435. flip_y = true;
  3436. }
  3437. } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  3438. light_projection = light_instance->shadow_transform[0].camera;
  3439. light_transform = light_instance->shadow_transform[0].transform;
  3440. render_fb = shadow_atlas->fb;
  3441. flip_y = true;
  3442. }
  3443. }
  3444. if (render_cubemap) {
  3445. //rendering to cubemap
  3446. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  3447. if (finalize_cubemap) {
  3448. _render_shadow_process();
  3449. _render_shadow_end();
  3450. //reblit
  3451. Rect2 atlas_rect_norm = atlas_rect;
  3452. atlas_rect_norm.position.x /= float(atlas_size);
  3453. atlas_rect_norm.position.y /= float(atlas_size);
  3454. atlas_rect_norm.size.x /= float(atlas_size);
  3455. atlas_rect_norm.size.y /= float(atlas_size);
  3456. atlas_rect_norm.size.height /= 2;
  3457. 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);
  3458. atlas_rect_norm.position.y += atlas_rect_norm.size.height;
  3459. 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);
  3460. //restore transform so it can be properly used
  3461. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  3462. }
  3463. } else {
  3464. //render shadow
  3465. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  3466. }
  3467. }
  3468. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  3469. _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
  3470. }
  3471. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  3472. ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
  3473. Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  3474. CameraMatrix cm;
  3475. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  3476. Vector3 cam_pos = p_transform.origin;
  3477. cam_pos.y += extents.y;
  3478. Transform3D cam_xform;
  3479. 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());
  3480. RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
  3481. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  3482. }
  3483. bool RendererSceneRenderRD::free(RID p_rid) {
  3484. if (render_buffers_owner.owns(p_rid)) {
  3485. RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
  3486. _free_render_buffer_data(rb);
  3487. memdelete(rb->data);
  3488. if (rb->sdfgi) {
  3489. rb->sdfgi->erase();
  3490. memdelete(rb->sdfgi);
  3491. rb->sdfgi = nullptr;
  3492. }
  3493. if (rb->volumetric_fog) {
  3494. _volumetric_fog_erase(rb);
  3495. }
  3496. if (rb->cluster_builder) {
  3497. memdelete(rb->cluster_builder);
  3498. }
  3499. render_buffers_owner.free(p_rid);
  3500. } else if (environment_owner.owns(p_rid)) {
  3501. //not much to delete, just free it
  3502. environment_owner.free(p_rid);
  3503. } else if (camera_effects_owner.owns(p_rid)) {
  3504. //not much to delete, just free it
  3505. camera_effects_owner.free(p_rid);
  3506. } else if (reflection_atlas_owner.owns(p_rid)) {
  3507. reflection_atlas_set_size(p_rid, 0, 0);
  3508. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_rid);
  3509. if (ra->cluster_builder) {
  3510. memdelete(ra->cluster_builder);
  3511. }
  3512. reflection_atlas_owner.free(p_rid);
  3513. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  3514. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
  3515. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  3516. reflection_probe_release_atlas_index(p_rid);
  3517. reflection_probe_instance_owner.free(p_rid);
  3518. } else if (decal_instance_owner.owns(p_rid)) {
  3519. DecalInstance *di = decal_instance_owner.getornull(p_rid);
  3520. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  3521. decal_instance_owner.free(p_rid);
  3522. } else if (lightmap_instance_owner.owns(p_rid)) {
  3523. lightmap_instance_owner.free(p_rid);
  3524. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  3525. RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.getornull(p_rid);
  3526. if (voxel_gi->texture.is_valid()) {
  3527. RD::get_singleton()->free(voxel_gi->texture);
  3528. RD::get_singleton()->free(voxel_gi->write_buffer);
  3529. }
  3530. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  3531. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  3532. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  3533. }
  3534. gi.voxel_gi_instance_owner.free(p_rid);
  3535. } else if (sky.sky_owner.owns(p_rid)) {
  3536. sky.update_dirty_skys();
  3537. sky.free_sky(p_rid);
  3538. } else if (light_instance_owner.owns(p_rid)) {
  3539. LightInstance *light_instance = light_instance_owner.getornull(p_rid);
  3540. //remove from shadow atlases..
  3541. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
  3542. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get());
  3543. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  3544. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  3545. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3546. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3547. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  3548. shadow_atlas->shadow_owners.erase(p_rid);
  3549. }
  3550. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  3551. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  3552. }
  3553. light_instance_owner.free(p_rid);
  3554. } else if (shadow_atlas_owner.owns(p_rid)) {
  3555. shadow_atlas_set_size(p_rid, 0);
  3556. shadow_atlas_owner.free(p_rid);
  3557. } else {
  3558. return false;
  3559. }
  3560. return true;
  3561. }
  3562. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  3563. debug_draw = p_debug_draw;
  3564. }
  3565. void RendererSceneRenderRD::update() {
  3566. sky.update_dirty_skys();
  3567. }
  3568. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  3569. time = p_time;
  3570. time_step = p_step;
  3571. }
  3572. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  3573. screen_space_roughness_limiter = p_enable;
  3574. screen_space_roughness_limiter_amount = p_amount;
  3575. screen_space_roughness_limiter_limit = p_limit;
  3576. }
  3577. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  3578. return screen_space_roughness_limiter;
  3579. }
  3580. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  3581. return screen_space_roughness_limiter_amount;
  3582. }
  3583. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  3584. return screen_space_roughness_limiter_limit;
  3585. }
  3586. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3587. RD::TextureFormat tf;
  3588. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3589. tf.width = p_image_size.width; // Always 64x64
  3590. tf.height = p_image_size.height;
  3591. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3592. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3593. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3594. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3595. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3596. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3597. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3598. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3599. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3600. 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;
  3601. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3602. Vector<RID> fb_tex;
  3603. fb_tex.push_back(albedo_alpha_tex);
  3604. fb_tex.push_back(normal_tex);
  3605. fb_tex.push_back(orm_tex);
  3606. fb_tex.push_back(emission_tex);
  3607. fb_tex.push_back(depth_write_tex);
  3608. fb_tex.push_back(depth_tex);
  3609. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  3610. //RID sampled_light;
  3611. GeometryInstance *gi = geometry_instance_create(p_base);
  3612. uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
  3613. Vector<RID> materials;
  3614. materials.resize(sc);
  3615. for (uint32_t i = 0; i < sc; i++) {
  3616. if (i < (uint32_t)p_material_overrides.size()) {
  3617. materials.write[i] = p_material_overrides[i];
  3618. }
  3619. }
  3620. geometry_instance_set_surface_materials(gi, materials);
  3621. if (cull_argument.size() == 0) {
  3622. cull_argument.push_back(nullptr);
  3623. }
  3624. cull_argument[0] = gi;
  3625. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  3626. geometry_instance_free(gi);
  3627. TypedArray<Image> ret;
  3628. {
  3629. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  3630. Ref<Image> img;
  3631. img.instantiate();
  3632. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3633. RD::get_singleton()->free(albedo_alpha_tex);
  3634. ret.push_back(img);
  3635. }
  3636. {
  3637. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  3638. Ref<Image> img;
  3639. img.instantiate();
  3640. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3641. RD::get_singleton()->free(normal_tex);
  3642. ret.push_back(img);
  3643. }
  3644. {
  3645. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  3646. Ref<Image> img;
  3647. img.instantiate();
  3648. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3649. RD::get_singleton()->free(orm_tex);
  3650. ret.push_back(img);
  3651. }
  3652. {
  3653. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  3654. Ref<Image> img;
  3655. img.instantiate();
  3656. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  3657. RD::get_singleton()->free(emission_tex);
  3658. ret.push_back(img);
  3659. }
  3660. RD::get_singleton()->free(depth_write_tex);
  3661. RD::get_singleton()->free(depth_tex);
  3662. return ret;
  3663. }
  3664. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  3665. gi.sdfgi_debug_probe_pos = p_position;
  3666. gi.sdfgi_debug_probe_dir = p_dir;
  3667. }
  3668. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  3669. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  3670. return cluster.reflection_buffer;
  3671. }
  3672. RID RendererSceneRenderRD::get_omni_light_buffer() {
  3673. return cluster.omni_light_buffer;
  3674. }
  3675. RID RendererSceneRenderRD::get_spot_light_buffer() {
  3676. return cluster.spot_light_buffer;
  3677. }
  3678. RID RendererSceneRenderRD::get_directional_light_buffer() {
  3679. return cluster.directional_light_buffer;
  3680. }
  3681. RID RendererSceneRenderRD::get_decal_buffer() {
  3682. return cluster.decal_buffer;
  3683. }
  3684. int RendererSceneRenderRD::get_max_directional_lights() const {
  3685. return cluster.max_directional_lights;
  3686. }
  3687. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  3688. // usable by default (unless low end = true)
  3689. return true;
  3690. }
  3691. bool RendererSceneRenderRD::is_clustered_enabled() const {
  3692. // used by default.
  3693. return true;
  3694. }
  3695. bool RendererSceneRenderRD::is_volumetric_supported() const {
  3696. // usable by default (unless low end = true)
  3697. return true;
  3698. }
  3699. uint32_t RendererSceneRenderRD::get_max_elements() const {
  3700. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  3701. }
  3702. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  3703. storage = p_storage;
  3704. singleton = this;
  3705. }
  3706. void RendererSceneRenderRD::init() {
  3707. max_cluster_elements = get_max_elements();
  3708. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  3709. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  3710. /* SKY SHADER */
  3711. sky.init(storage);
  3712. /* GI */
  3713. if (is_dynamic_gi_supported()) {
  3714. gi.init(storage, &sky);
  3715. }
  3716. { //decals
  3717. cluster.max_decals = max_cluster_elements;
  3718. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  3719. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  3720. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  3721. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  3722. }
  3723. { //reflections
  3724. cluster.max_reflections = max_cluster_elements;
  3725. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  3726. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  3727. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  3728. }
  3729. { //lights
  3730. cluster.max_lights = max_cluster_elements;
  3731. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  3732. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3733. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3734. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3735. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3736. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3737. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3738. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  3739. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  3740. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  3741. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  3742. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  3743. }
  3744. if (is_volumetric_supported()) {
  3745. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  3746. Vector<String> volumetric_fog_modes;
  3747. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  3748. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  3749. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  3750. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  3751. volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
  3752. volumetric_fog.shader_version = volumetric_fog.shader.version_create();
  3753. for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
  3754. volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
  3755. }
  3756. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  3757. }
  3758. {
  3759. RD::SamplerState sampler;
  3760. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  3761. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  3762. sampler.enable_compare = true;
  3763. sampler.compare_op = RD::COMPARE_OP_LESS;
  3764. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  3765. }
  3766. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  3767. 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"));
  3768. 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"));
  3769. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  3770. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  3771. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  3772. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  3773. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  3774. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  3775. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  3776. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  3777. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  3778. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  3779. directional_soft_shadow_kernel = memnew_arr(float, 128);
  3780. penumbra_shadow_kernel = memnew_arr(float, 128);
  3781. soft_shadow_kernel = memnew_arr(float, 128);
  3782. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  3783. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  3784. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  3785. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  3786. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  3787. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  3788. cull_argument.set_page_pool(&cull_argument_pool);
  3789. }
  3790. RendererSceneRenderRD::~RendererSceneRenderRD() {
  3791. for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
  3792. RD::get_singleton()->free(E->get().cubemap);
  3793. }
  3794. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  3795. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  3796. }
  3797. if (is_dynamic_gi_supported()) {
  3798. gi.free();
  3799. volumetric_fog.shader.version_free(volumetric_fog.shader_version);
  3800. RD::get_singleton()->free(volumetric_fog.params_ubo);
  3801. }
  3802. RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  3803. sky.sky_shader.shader.version_free(md->shader_data->version);
  3804. RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
  3805. RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
  3806. memdelete_arr(sky.sky_scene_state.directional_lights);
  3807. memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
  3808. storage->free(sky.sky_shader.default_shader);
  3809. storage->free(sky.sky_shader.default_material);
  3810. storage->free(sky.sky_scene_state.fog_shader);
  3811. storage->free(sky.sky_scene_state.fog_material);
  3812. memdelete_arr(directional_penumbra_shadow_kernel);
  3813. memdelete_arr(directional_soft_shadow_kernel);
  3814. memdelete_arr(penumbra_shadow_kernel);
  3815. memdelete_arr(soft_shadow_kernel);
  3816. {
  3817. RD::get_singleton()->free(cluster.directional_light_buffer);
  3818. RD::get_singleton()->free(cluster.omni_light_buffer);
  3819. RD::get_singleton()->free(cluster.spot_light_buffer);
  3820. RD::get_singleton()->free(cluster.reflection_buffer);
  3821. RD::get_singleton()->free(cluster.decal_buffer);
  3822. memdelete_arr(cluster.directional_lights);
  3823. memdelete_arr(cluster.omni_lights);
  3824. memdelete_arr(cluster.spot_lights);
  3825. memdelete_arr(cluster.omni_light_sort);
  3826. memdelete_arr(cluster.spot_light_sort);
  3827. memdelete_arr(cluster.reflections);
  3828. memdelete_arr(cluster.reflection_sort);
  3829. memdelete_arr(cluster.decals);
  3830. memdelete_arr(cluster.decal_sort);
  3831. }
  3832. RD::get_singleton()->free(shadow_sampler);
  3833. directional_shadow_atlas_set_size(0);
  3834. cull_argument.reset(); //avoid exit error
  3835. }