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