renderer_scene_render_rd.cpp 232 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/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->num_cascades != 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, float p_glow_map_strength, RID p_glow_map) {
  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, p_glow_map_strength, p_glow_map);
  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, int 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_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
  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_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject);
  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. void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
  357. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  358. ERR_FAIL_COND(!env);
  359. env->ssil_enabled = p_enable;
  360. env->ssil_radius = p_radius;
  361. env->ssil_intensity = p_intensity;
  362. env->ssil_sharpness = p_sharpness;
  363. env->ssil_normal_rejection = p_normal_rejection;
  364. }
  365. void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  366. ssil_quality = p_quality;
  367. ssil_half_size = p_half_size;
  368. ssil_adaptive_target = p_adaptive_target;
  369. ssil_blur_passes = p_blur_passes;
  370. ssil_fadeout_from = p_fadeout_from;
  371. ssil_fadeout_to = p_fadeout_to;
  372. }
  373. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  374. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  375. ERR_FAIL_COND_V(!env, false);
  376. return env->ssao_enabled;
  377. }
  378. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  379. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  380. ERR_FAIL_COND_V(!env, 0.0);
  381. return env->ssao_ao_channel_affect;
  382. }
  383. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  384. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  385. ERR_FAIL_COND_V(!env, 0.0);
  386. return env->ssao_direct_light_affect;
  387. }
  388. bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const {
  389. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  390. ERR_FAIL_COND_V(!env, false);
  391. return env->ssil_enabled;
  392. }
  393. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  394. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  395. ERR_FAIL_COND_V(!env, false);
  396. return env->ssr_enabled;
  397. }
  398. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  399. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  400. ERR_FAIL_COND_V(!env, false);
  401. return env->sdfgi_enabled;
  402. }
  403. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  404. return environment_owner.owns(p_env);
  405. }
  406. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  407. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  408. ERR_FAIL_COND_V(!env, Ref<Image>());
  409. RS::EnvironmentBG environment_background = env->background;
  410. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  411. return Ref<Image>(); //nothing to bake
  412. }
  413. RS::EnvironmentAmbientSource ambient_source = env->ambient_source;
  414. bool use_ambient_light = false;
  415. bool use_cube_map = false;
  416. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  417. use_ambient_light = true;
  418. } else {
  419. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  420. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  421. }
  422. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && env->sky.is_valid());
  423. Color ambient_color;
  424. float ambient_color_sky_mix;
  425. if (use_ambient_light) {
  426. ambient_color_sky_mix = env->ambient_sky_contribution;
  427. const float ambient_energy = env->ambient_light_energy;
  428. ambient_color = env->ambient_light;
  429. ambient_color = ambient_color.to_linear();
  430. ambient_color.r *= ambient_energy;
  431. ambient_color.g *= ambient_energy;
  432. ambient_color.b *= ambient_energy;
  433. }
  434. if (use_cube_map) {
  435. Ref<Image> panorama = sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  436. if (use_ambient_light) {
  437. for (int x = 0; x < p_size.width; x++) {
  438. for (int y = 0; y < p_size.height; y++) {
  439. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  440. }
  441. }
  442. }
  443. return panorama;
  444. } else {
  445. const float bg_energy = env->bg_energy;
  446. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? storage->get_default_clear_color() : env->bg_color);
  447. panorama_color = panorama_color.to_linear();
  448. panorama_color.r *= bg_energy;
  449. panorama_color.g *= bg_energy;
  450. panorama_color.b *= bg_energy;
  451. if (use_ambient_light) {
  452. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  453. }
  454. Ref<Image> panorama;
  455. panorama.instantiate();
  456. panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  457. panorama->fill(panorama_color);
  458. return panorama;
  459. }
  460. return Ref<Image>();
  461. }
  462. ////////////////////////////////////////////////////////////
  463. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  464. FogVolumeInstance fvi;
  465. fvi.volume = p_fog_volume;
  466. return fog_volume_instance_owner.make_rid(fvi);
  467. }
  468. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  469. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  470. ERR_FAIL_COND(!fvi);
  471. fvi->transform = p_transform;
  472. }
  473. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  474. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  475. ERR_FAIL_COND(!fvi);
  476. fvi->active = p_active;
  477. }
  478. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  479. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  480. ERR_FAIL_COND_V(!fvi, RID());
  481. return fvi->volume;
  482. }
  483. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  484. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  485. ERR_FAIL_COND_V(!fvi, Vector3());
  486. return fvi->transform.get_origin();
  487. }
  488. ////////////////////////////////////////////////////////////
  489. RID RendererSceneRenderRD::reflection_atlas_create() {
  490. ReflectionAtlas ra;
  491. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  492. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  493. if (is_clustered_enabled()) {
  494. ra.cluster_builder = memnew(ClusterBuilderRD);
  495. ra.cluster_builder->set_shared(&cluster_builder_shared);
  496. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  497. } else {
  498. ra.cluster_builder = nullptr;
  499. }
  500. return reflection_atlas_owner.make_rid(ra);
  501. }
  502. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  503. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  504. ERR_FAIL_COND(!ra);
  505. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  506. return; //no changes
  507. }
  508. if (ra->cluster_builder) {
  509. // only if we're using our cluster
  510. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  511. }
  512. ra->size = p_reflection_size;
  513. ra->count = p_reflection_count;
  514. if (ra->reflection.is_valid()) {
  515. //clear and invalidate everything
  516. RD::get_singleton()->free(ra->reflection);
  517. ra->reflection = RID();
  518. RD::get_singleton()->free(ra->depth_buffer);
  519. ra->depth_buffer = RID();
  520. for (int i = 0; i < ra->reflections.size(); i++) {
  521. ra->reflections.write[i].data.clear_reflection_data();
  522. if (ra->reflections[i].owner.is_null()) {
  523. continue;
  524. }
  525. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  526. //rp->atlasindex clear
  527. }
  528. ra->reflections.clear();
  529. }
  530. }
  531. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  532. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  533. ERR_FAIL_COND_V(!ra, 0);
  534. return ra->size;
  535. }
  536. ////////////////////////
  537. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  538. ReflectionProbeInstance rpi;
  539. rpi.probe = p_probe;
  540. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  541. return reflection_probe_instance_owner.make_rid(rpi);
  542. }
  543. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  544. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  545. ERR_FAIL_COND(!rpi);
  546. rpi->transform = p_transform;
  547. rpi->dirty = true;
  548. }
  549. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  550. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  551. ERR_FAIL_COND(!rpi);
  552. if (rpi->atlas.is_null()) {
  553. return; //nothing to release
  554. }
  555. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  556. ERR_FAIL_COND(!atlas);
  557. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  558. atlas->reflections.write[rpi->atlas_index].owner = RID();
  559. rpi->atlas_index = -1;
  560. rpi->atlas = RID();
  561. }
  562. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  563. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  564. ERR_FAIL_COND_V(!rpi, false);
  565. if (rpi->rendering) {
  566. return false;
  567. }
  568. if (rpi->dirty) {
  569. return true;
  570. }
  571. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  572. return true;
  573. }
  574. return rpi->atlas_index == -1;
  575. }
  576. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  577. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  578. ERR_FAIL_COND_V(!rpi, false);
  579. return rpi->atlas.is_valid();
  580. }
  581. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  582. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
  583. ERR_FAIL_COND_V(!atlas, false);
  584. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  585. ERR_FAIL_COND_V(!rpi, false);
  586. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  587. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  588. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  589. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  590. }
  591. 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) {
  592. // Invalidate reflection atlas, need to regenerate
  593. RD::get_singleton()->free(atlas->reflection);
  594. atlas->reflection = RID();
  595. for (int i = 0; i < atlas->reflections.size(); i++) {
  596. if (atlas->reflections[i].owner.is_null()) {
  597. continue;
  598. }
  599. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  600. }
  601. atlas->reflections.clear();
  602. }
  603. if (atlas->reflection.is_null()) {
  604. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  605. mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  606. {
  607. //reflection atlas was unused, create:
  608. RD::TextureFormat tf;
  609. tf.array_layers = 6 * atlas->count;
  610. tf.format = _render_buffers_get_color_format();
  611. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  612. tf.mipmaps = mipmaps;
  613. tf.width = atlas->size;
  614. tf.height = atlas->size;
  615. 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);
  616. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  617. }
  618. {
  619. RD::TextureFormat tf;
  620. 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;
  621. tf.width = atlas->size;
  622. tf.height = atlas->size;
  623. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  624. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  625. }
  626. atlas->reflections.resize(atlas->count);
  627. for (int i = 0; i < atlas->count; i++) {
  628. 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());
  629. for (int j = 0; j < 6; j++) {
  630. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  631. }
  632. }
  633. Vector<RID> fb;
  634. fb.push_back(atlas->depth_buffer);
  635. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  636. }
  637. if (rpi->atlas_index == -1) {
  638. for (int i = 0; i < atlas->reflections.size(); i++) {
  639. if (atlas->reflections[i].owner.is_null()) {
  640. rpi->atlas_index = i;
  641. break;
  642. }
  643. }
  644. //find the one used last
  645. if (rpi->atlas_index == -1) {
  646. //everything is in use, find the one least used via LRU
  647. uint64_t pass_min = 0;
  648. for (int i = 0; i < atlas->reflections.size(); i++) {
  649. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
  650. if (rpi2->last_pass < pass_min) {
  651. pass_min = rpi2->last_pass;
  652. rpi->atlas_index = i;
  653. }
  654. }
  655. }
  656. }
  657. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  658. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  659. }
  660. rpi->atlas = p_reflection_atlas;
  661. rpi->rendering = true;
  662. rpi->dirty = false;
  663. rpi->processing_layer = 1;
  664. rpi->processing_side = 0;
  665. RD::get_singleton()->draw_command_end_label();
  666. return true;
  667. }
  668. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  669. Vector<RID> fb;
  670. fb.push_back(p_color);
  671. fb.push_back(p_depth);
  672. return RD::get_singleton()->framebuffer_create(fb);
  673. }
  674. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  675. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  676. ERR_FAIL_COND_V(!rpi, false);
  677. ERR_FAIL_COND_V(!rpi->rendering, false);
  678. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  679. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  680. if (!atlas || rpi->atlas_index == -1) {
  681. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  682. rpi->rendering = false;
  683. return false;
  684. }
  685. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  686. // Using real time reflections, all roughness is done in one step
  687. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
  688. rpi->rendering = false;
  689. rpi->processing_side = 0;
  690. rpi->processing_layer = 1;
  691. return true;
  692. }
  693. if (rpi->processing_layer > 1) {
  694. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  695. rpi->processing_layer++;
  696. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  697. rpi->rendering = false;
  698. rpi->processing_side = 0;
  699. rpi->processing_layer = 1;
  700. return true;
  701. }
  702. return false;
  703. } else {
  704. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  705. }
  706. rpi->processing_side++;
  707. if (rpi->processing_side == 6) {
  708. rpi->processing_side = 0;
  709. rpi->processing_layer++;
  710. }
  711. return false;
  712. }
  713. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  714. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  715. ERR_FAIL_COND_V(!rpi, 0);
  716. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  717. ERR_FAIL_COND_V(!atlas, 0);
  718. return atlas->size;
  719. }
  720. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  721. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  722. ERR_FAIL_COND_V(!rpi, RID());
  723. ERR_FAIL_INDEX_V(p_index, 6, RID());
  724. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  725. ERR_FAIL_COND_V(!atlas, RID());
  726. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  727. }
  728. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  729. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  730. ERR_FAIL_COND_V(!rpi, RID());
  731. ERR_FAIL_INDEX_V(p_index, 6, RID());
  732. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  733. ERR_FAIL_COND_V(!atlas, RID());
  734. return atlas->depth_fb;
  735. }
  736. ///////////////////////////////////////////////////////////
  737. RID RendererSceneRenderRD::shadow_atlas_create() {
  738. return shadow_atlas_owner.make_rid(ShadowAtlas());
  739. }
  740. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  741. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  742. RD::TextureFormat tf;
  743. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  744. tf.width = shadow_atlas->size;
  745. tf.height = shadow_atlas->size;
  746. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  747. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  748. Vector<RID> fb_tex;
  749. fb_tex.push_back(shadow_atlas->depth);
  750. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  751. }
  752. }
  753. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  754. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  755. ERR_FAIL_COND(!shadow_atlas);
  756. ERR_FAIL_COND(p_size < 0);
  757. p_size = next_power_of_2(p_size);
  758. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  759. return;
  760. }
  761. // erasing atlas
  762. if (shadow_atlas->depth.is_valid()) {
  763. RD::get_singleton()->free(shadow_atlas->depth);
  764. shadow_atlas->depth = RID();
  765. }
  766. for (int i = 0; i < 4; i++) {
  767. //clear subdivisions
  768. shadow_atlas->quadrants[i].shadows.clear();
  769. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  770. }
  771. //erase shadow atlas reference from lights
  772. for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
  773. LightInstance *li = light_instance_owner.get_or_null(E.key);
  774. ERR_CONTINUE(!li);
  775. li->shadow_atlases.erase(p_atlas);
  776. }
  777. //clear owners
  778. shadow_atlas->shadow_owners.clear();
  779. shadow_atlas->size = p_size;
  780. shadow_atlas->use_16_bits = p_16_bits;
  781. }
  782. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  783. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  784. ERR_FAIL_COND(!shadow_atlas);
  785. ERR_FAIL_INDEX(p_quadrant, 4);
  786. ERR_FAIL_INDEX(p_subdivision, 16384);
  787. uint32_t subdiv = next_power_of_2(p_subdivision);
  788. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  789. subdiv <<= 1;
  790. }
  791. subdiv = int(Math::sqrt((float)subdiv));
  792. //obtain the number that will be x*x
  793. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  794. return;
  795. }
  796. //erase all data from quadrant
  797. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  798. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  799. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  800. LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  801. ERR_CONTINUE(!li);
  802. li->shadow_atlases.erase(p_atlas);
  803. }
  804. }
  805. shadow_atlas->quadrants[p_quadrant].shadows.clear();
  806. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  807. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  808. //cache the smallest subdiv (for faster allocation in light update)
  809. shadow_atlas->smallest_subdiv = 1 << 30;
  810. for (int i = 0; i < 4; i++) {
  811. if (shadow_atlas->quadrants[i].subdivision) {
  812. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  813. }
  814. }
  815. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  816. shadow_atlas->smallest_subdiv = 0;
  817. }
  818. //resort the size orders, simple bublesort for 4 elements..
  819. int swaps = 0;
  820. do {
  821. swaps = 0;
  822. for (int i = 0; i < 3; i++) {
  823. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  824. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  825. swaps++;
  826. }
  827. }
  828. } while (swaps > 0);
  829. }
  830. 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) {
  831. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  832. int qidx = p_in_quadrants[i];
  833. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  834. return false;
  835. }
  836. //look for an empty space
  837. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  838. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  839. int found_free_idx = -1; //found a free one
  840. int found_used_idx = -1; //found existing one, must steal it
  841. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  842. for (int j = 0; j < sc; j++) {
  843. if (!sarr[j].owner.is_valid()) {
  844. found_free_idx = j;
  845. break;
  846. }
  847. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  848. ERR_CONTINUE(!sli);
  849. if (sli->last_scene_pass != scene_pass) {
  850. //was just allocated, don't kill it so soon, wait a bit..
  851. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  852. continue;
  853. }
  854. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  855. found_used_idx = j;
  856. min_pass = sli->last_scene_pass;
  857. }
  858. }
  859. }
  860. if (found_free_idx == -1 && found_used_idx == -1) {
  861. continue; //nothing found
  862. }
  863. if (found_free_idx == -1 && found_used_idx != -1) {
  864. found_free_idx = found_used_idx;
  865. }
  866. r_quadrant = qidx;
  867. r_shadow = found_free_idx;
  868. return true;
  869. }
  870. return false;
  871. }
  872. 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) {
  873. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  874. int qidx = p_in_quadrants[i];
  875. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  876. return false;
  877. }
  878. //look for an empty space
  879. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  880. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  881. int found_idx = -1;
  882. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  883. for (int j = 0; j < sc - 1; j++) {
  884. uint64_t pass = 0;
  885. if (sarr[j].owner.is_valid()) {
  886. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  887. ERR_CONTINUE(!sli);
  888. if (sli->last_scene_pass == scene_pass) {
  889. continue;
  890. }
  891. //was just allocated, don't kill it so soon, wait a bit..
  892. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  893. continue;
  894. }
  895. pass += sli->last_scene_pass;
  896. }
  897. if (sarr[j + 1].owner.is_valid()) {
  898. LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
  899. ERR_CONTINUE(!sli);
  900. if (sli->last_scene_pass == scene_pass) {
  901. continue;
  902. }
  903. //was just allocated, don't kill it so soon, wait a bit..
  904. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  905. continue;
  906. }
  907. pass += sli->last_scene_pass;
  908. }
  909. if (found_idx == -1 || pass < min_pass) {
  910. found_idx = j;
  911. min_pass = pass;
  912. // we found two empty spots, no need to check the rest
  913. if (pass == 0) {
  914. break;
  915. }
  916. }
  917. }
  918. if (found_idx == -1) {
  919. continue; //nothing found
  920. }
  921. r_quadrant = qidx;
  922. r_shadow = found_idx;
  923. return true;
  924. }
  925. return false;
  926. }
  927. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {
  928. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  929. ERR_FAIL_COND_V(!shadow_atlas, false);
  930. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  931. ERR_FAIL_COND_V(!li, false);
  932. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  933. return false;
  934. }
  935. uint32_t quad_size = shadow_atlas->size >> 1;
  936. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  937. int valid_quadrants[4];
  938. int valid_quadrant_count = 0;
  939. int best_size = -1; //best size found
  940. int best_subdiv = -1; //subdiv for the best size
  941. //find the quadrants this fits into, and the best possible size it can fit into
  942. for (int i = 0; i < 4; i++) {
  943. int q = shadow_atlas->size_order[i];
  944. int sd = shadow_atlas->quadrants[q].subdivision;
  945. if (sd == 0) {
  946. continue; //unused
  947. }
  948. int max_fit = quad_size / sd;
  949. if (best_size != -1 && max_fit > best_size) {
  950. break; //too large
  951. }
  952. valid_quadrants[valid_quadrant_count++] = q;
  953. best_subdiv = sd;
  954. if (max_fit >= desired_fit) {
  955. best_size = max_fit;
  956. }
  957. }
  958. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  959. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  960. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  961. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  962. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  963. int old_subdivision = -1;
  964. bool should_realloc = false;
  965. bool should_redraw = false;
  966. if (shadow_atlas->shadow_owners.has(p_light_instance)) {
  967. old_key = shadow_atlas->shadow_owners[p_light_instance];
  968. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  969. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  970. 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);
  971. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  972. if (!should_realloc) {
  973. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  974. //already existing, see if it should redraw or it's just OK
  975. return should_redraw;
  976. }
  977. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  978. }
  979. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  980. bool found_shadow = false;
  981. int new_quadrant = -1;
  982. int new_shadow = -1;
  983. if (is_omni) {
  984. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  985. } else {
  986. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  987. }
  988. if (found_shadow) {
  989. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  990. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  991. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  992. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  993. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  994. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  995. }
  996. }
  997. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  998. new_key |= new_shadow;
  999. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  1000. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  1001. sh->owner = p_light_instance;
  1002. sh->alloc_tick = tick;
  1003. sh->version = p_light_version;
  1004. if (is_omni) {
  1005. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  1006. int new_omni_shadow = new_shadow + 1;
  1007. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  1008. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  1009. extra_sh->owner = p_light_instance;
  1010. extra_sh->alloc_tick = tick;
  1011. extra_sh->version = p_light_version;
  1012. }
  1013. li->shadow_atlases.insert(p_atlas);
  1014. //update it in map
  1015. shadow_atlas->shadow_owners[p_light_instance] = new_key;
  1016. //make it dirty, as it should redraw anyway
  1017. return true;
  1018. }
  1019. return should_redraw;
  1020. }
  1021. 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) {
  1022. if (p_shadow->owner.is_valid()) {
  1023. LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
  1024. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  1025. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  1026. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  1027. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  1028. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  1029. omni_shadow->version = 0;
  1030. omni_shadow->owner = RID();
  1031. }
  1032. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  1033. p_shadow->version = 0;
  1034. p_shadow->owner = RID();
  1035. sli->shadow_atlases.erase(p_atlas);
  1036. }
  1037. }
  1038. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  1039. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  1040. RD::TextureFormat tf;
  1041. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  1042. tf.width = directional_shadow.size;
  1043. tf.height = directional_shadow.size;
  1044. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1045. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1046. Vector<RID> fb_tex;
  1047. fb_tex.push_back(directional_shadow.depth);
  1048. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1049. }
  1050. }
  1051. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  1052. p_size = nearest_power_of_2_templated(p_size);
  1053. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  1054. return;
  1055. }
  1056. directional_shadow.size = p_size;
  1057. directional_shadow.use_16_bits = p_16_bits;
  1058. if (directional_shadow.depth.is_valid()) {
  1059. RD::get_singleton()->free(directional_shadow.depth);
  1060. directional_shadow.depth = RID();
  1061. _base_uniforms_changed();
  1062. }
  1063. }
  1064. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  1065. directional_shadow.light_count = p_count;
  1066. directional_shadow.current_light = 0;
  1067. }
  1068. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  1069. int split_h = 1;
  1070. int split_v = 1;
  1071. while (split_h * split_v < p_shadow_count) {
  1072. if (split_h == split_v) {
  1073. split_h <<= 1;
  1074. } else {
  1075. split_v <<= 1;
  1076. }
  1077. }
  1078. Rect2i rect(0, 0, p_size, p_size);
  1079. rect.size.width /= split_h;
  1080. rect.size.height /= split_v;
  1081. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  1082. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  1083. return rect;
  1084. }
  1085. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  1086. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  1087. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  1088. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
  1089. ERR_FAIL_COND_V(!light_instance, 0);
  1090. switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
  1091. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1092. break; //none
  1093. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1094. r.size.height /= 2;
  1095. break;
  1096. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1097. r.size /= 2;
  1098. break;
  1099. }
  1100. return MAX(r.size.width, r.size.height);
  1101. }
  1102. //////////////////////////////////////////////////
  1103. RID RendererSceneRenderRD::camera_effects_allocate() {
  1104. return camera_effects_owner.allocate_rid();
  1105. }
  1106. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  1107. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  1108. }
  1109. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  1110. dof_blur_quality = p_quality;
  1111. dof_blur_use_jitter = p_use_jitter;
  1112. }
  1113. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  1114. dof_blur_bokeh_shape = p_shape;
  1115. }
  1116. 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) {
  1117. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1118. ERR_FAIL_COND(!camfx);
  1119. camfx->dof_blur_far_enabled = p_far_enable;
  1120. camfx->dof_blur_far_distance = p_far_distance;
  1121. camfx->dof_blur_far_transition = p_far_transition;
  1122. camfx->dof_blur_near_enabled = p_near_enable;
  1123. camfx->dof_blur_near_distance = p_near_distance;
  1124. camfx->dof_blur_near_transition = p_near_transition;
  1125. camfx->dof_blur_amount = p_amount;
  1126. }
  1127. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  1128. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1129. ERR_FAIL_COND(!camfx);
  1130. camfx->override_exposure_enabled = p_enable;
  1131. camfx->override_exposure = p_exposure;
  1132. }
  1133. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  1134. RID li = light_instance_owner.make_rid(LightInstance());
  1135. LightInstance *light_instance = light_instance_owner.get_or_null(li);
  1136. light_instance->self = li;
  1137. light_instance->light = p_light;
  1138. light_instance->light_type = storage->light_get_type(p_light);
  1139. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1140. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1141. }
  1142. return li;
  1143. }
  1144. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1145. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1146. ERR_FAIL_COND(!light_instance);
  1147. light_instance->transform = p_transform;
  1148. }
  1149. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1150. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1151. ERR_FAIL_COND(!light_instance);
  1152. light_instance->aabb = p_aabb;
  1153. }
  1154. 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) {
  1155. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1156. ERR_FAIL_COND(!light_instance);
  1157. ERR_FAIL_INDEX(p_pass, 6);
  1158. light_instance->shadow_transform[p_pass].camera = p_projection;
  1159. light_instance->shadow_transform[p_pass].transform = p_transform;
  1160. light_instance->shadow_transform[p_pass].farplane = p_far;
  1161. light_instance->shadow_transform[p_pass].split = p_split;
  1162. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1163. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1164. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1165. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1166. }
  1167. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1168. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1169. ERR_FAIL_COND(!light_instance);
  1170. light_instance->last_scene_pass = scene_pass;
  1171. }
  1172. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1173. if (!shadow_cubemaps.has(p_size)) {
  1174. ShadowCubemap sc;
  1175. {
  1176. RD::TextureFormat tf;
  1177. 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;
  1178. tf.width = p_size;
  1179. tf.height = p_size;
  1180. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1181. tf.array_layers = 6;
  1182. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1183. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1184. }
  1185. for (int i = 0; i < 6; i++) {
  1186. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1187. Vector<RID> fbtex;
  1188. fbtex.push_back(side_texture);
  1189. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1190. }
  1191. shadow_cubemaps[p_size] = sc;
  1192. }
  1193. return &shadow_cubemaps[p_size];
  1194. }
  1195. //////////////////////////
  1196. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1197. DecalInstance di;
  1198. di.decal = p_decal;
  1199. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1200. return decal_instance_owner.make_rid(di);
  1201. }
  1202. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1203. DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
  1204. ERR_FAIL_COND(!di);
  1205. di->transform = p_transform;
  1206. }
  1207. /////////////////////////////////
  1208. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1209. LightmapInstance li;
  1210. li.lightmap = p_lightmap;
  1211. return lightmap_instance_owner.make_rid(li);
  1212. }
  1213. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1214. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
  1215. ERR_FAIL_COND(!li);
  1216. li->transform = p_transform;
  1217. }
  1218. /////////////////////////////////
  1219. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1220. return gi.voxel_gi_instance_create(p_base);
  1221. }
  1222. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1223. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1224. }
  1225. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1226. if (!is_dynamic_gi_supported()) {
  1227. return false;
  1228. }
  1229. return gi.voxel_gi_needs_update(p_probe);
  1230. }
  1231. 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) {
  1232. if (!is_dynamic_gi_supported()) {
  1233. return;
  1234. }
  1235. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1236. }
  1237. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  1238. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1239. ERR_FAIL_COND(!rb);
  1240. if (!rb->sdfgi) {
  1241. return; //nothing to debug
  1242. }
  1243. rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
  1244. }
  1245. ////////////////////////////////
  1246. RID RendererSceneRenderRD::render_buffers_create() {
  1247. RenderBuffers rb;
  1248. rb.data = _create_render_buffer_data();
  1249. return render_buffers_owner.make_rid(rb);
  1250. }
  1251. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1252. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1253. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1254. // TODO make sure texture_create_shared_from_slice works for multiview
  1255. RD::TextureFormat tf;
  1256. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1257. tf.width = rb->internal_width;
  1258. tf.height = rb->internal_height;
  1259. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1260. tf.array_layers = rb->view_count;
  1261. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1262. if (_render_buffers_can_be_storage()) {
  1263. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1264. } else {
  1265. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1266. }
  1267. tf.mipmaps = mipmaps_required;
  1268. rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1269. tf.width = rb->internal_width;
  1270. tf.height = rb->internal_height;
  1271. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1272. //the second one is smaller (only used for separatable part of blur)
  1273. tf.width >>= 1;
  1274. tf.height >>= 1;
  1275. tf.mipmaps--;
  1276. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1277. int base_width = rb->internal_width;
  1278. int base_height = rb->internal_height;
  1279. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1280. RenderBuffers::Blur::Mipmap mm;
  1281. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
  1282. mm.width = base_width;
  1283. mm.height = base_height;
  1284. if (!_render_buffers_can_be_storage()) {
  1285. Vector<RID> fb;
  1286. fb.push_back(mm.texture);
  1287. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1288. }
  1289. if (!_render_buffers_can_be_storage()) {
  1290. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1291. tf.width = MAX(1, base_width >> 1);
  1292. tf.height = base_height;
  1293. tf.mipmaps = 1; // 1 or 0?
  1294. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1295. Vector<RID> half_fb;
  1296. half_fb.push_back(mm.half_texture);
  1297. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1298. }
  1299. rb->blur[0].mipmaps.push_back(mm);
  1300. if (i > 0) {
  1301. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
  1302. if (!_render_buffers_can_be_storage()) {
  1303. Vector<RID> fb;
  1304. fb.push_back(mm.texture);
  1305. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1306. // We can re-use the half texture here as it is an intermediate result
  1307. }
  1308. rb->blur[1].mipmaps.push_back(mm);
  1309. }
  1310. base_width = MAX(1, base_width >> 1);
  1311. base_height = MAX(1, base_height >> 1);
  1312. }
  1313. if (!_render_buffers_can_be_storage()) {
  1314. // create 4 weight textures, 2 full size, 2 half size
  1315. 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
  1316. tf.width = rb->internal_width;
  1317. tf.height = rb->internal_height;
  1318. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1319. tf.array_layers = rb->view_count;
  1320. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1321. tf.mipmaps = 1;
  1322. for (uint32_t i = 0; i < 4; i++) {
  1323. // associated blur texture
  1324. RID texture;
  1325. if (i == 0) {
  1326. texture = rb->texture;
  1327. } else if (i == 1) {
  1328. texture = rb->blur[0].mipmaps[0].texture;
  1329. } else if (i == 2) {
  1330. texture = rb->blur[1].mipmaps[0].texture;
  1331. } else if (i == 3) {
  1332. texture = rb->blur[0].mipmaps[1].texture;
  1333. }
  1334. // create weight texture
  1335. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1336. // create frame buffer
  1337. Vector<RID> fb;
  1338. fb.push_back(texture);
  1339. fb.push_back(rb->weight_buffers[i].weight);
  1340. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1341. if (i == 1) {
  1342. // next 2 are half size
  1343. tf.width = MAX(1, tf.width >> 1);
  1344. tf.height = MAX(1, tf.height >> 1);
  1345. }
  1346. }
  1347. {
  1348. // and finally an FB for just our base weights
  1349. Vector<RID> fb;
  1350. fb.push_back(rb->weight_buffers[0].weight);
  1351. rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
  1352. }
  1353. }
  1354. }
  1355. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1356. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1357. {
  1358. RD::TextureFormat tf;
  1359. if (rb->view_count > 1) {
  1360. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1361. }
  1362. // 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?
  1363. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1364. tf.width = rb->width;
  1365. tf.height = rb->height;
  1366. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1367. tf.array_layers = rb->view_count; // create a layer for every view
  1368. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1369. 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
  1370. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1371. }
  1372. if (!_render_buffers_can_be_storage()) {
  1373. // create framebuffer so we can write into this...
  1374. Vector<RID> fb;
  1375. fb.push_back(rb->depth_back_texture);
  1376. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1377. }
  1378. }
  1379. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1380. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1381. int w = rb->internal_width;
  1382. int h = rb->internal_height;
  1383. while (true) {
  1384. w = MAX(w / 8, 1);
  1385. h = MAX(h / 8, 1);
  1386. RD::TextureFormat tf;
  1387. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1388. tf.width = w;
  1389. tf.height = h;
  1390. bool final = w == 1 && h == 1;
  1391. if (_render_buffers_can_be_storage()) {
  1392. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1393. if (final) {
  1394. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1395. }
  1396. } else {
  1397. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1398. }
  1399. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1400. rb->luminance.reduce.push_back(texture);
  1401. if (!_render_buffers_can_be_storage()) {
  1402. Vector<RID> fb;
  1403. fb.push_back(texture);
  1404. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1405. }
  1406. if (final) {
  1407. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1408. if (!_render_buffers_can_be_storage()) {
  1409. Vector<RID> fb;
  1410. fb.push_back(rb->luminance.current);
  1411. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1412. }
  1413. break;
  1414. }
  1415. }
  1416. }
  1417. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1418. if (rb->texture_fb.is_valid()) {
  1419. RD::get_singleton()->free(rb->texture_fb);
  1420. rb->texture_fb = RID();
  1421. }
  1422. if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) {
  1423. RD::get_singleton()->free(rb->internal_texture);
  1424. rb->texture = RID();
  1425. rb->internal_texture = RID();
  1426. rb->upscale_texture = RID();
  1427. } else {
  1428. if (rb->texture.is_valid()) {
  1429. RD::get_singleton()->free(rb->texture);
  1430. rb->texture = RID();
  1431. }
  1432. if (rb->internal_texture.is_valid()) {
  1433. RD::get_singleton()->free(rb->internal_texture);
  1434. rb->internal_texture = RID();
  1435. }
  1436. if (rb->upscale_texture.is_valid()) {
  1437. RD::get_singleton()->free(rb->upscale_texture);
  1438. rb->upscale_texture = RID();
  1439. }
  1440. }
  1441. if (rb->depth_texture.is_valid()) {
  1442. RD::get_singleton()->free(rb->depth_texture);
  1443. rb->depth_texture = RID();
  1444. }
  1445. if (rb->depth_back_fb.is_valid()) {
  1446. RD::get_singleton()->free(rb->depth_back_fb);
  1447. rb->depth_back_fb = RID();
  1448. }
  1449. if (rb->depth_back_texture.is_valid()) {
  1450. RD::get_singleton()->free(rb->depth_back_texture);
  1451. rb->depth_back_texture = RID();
  1452. }
  1453. if (rb->sss_texture.is_valid()) {
  1454. RD::get_singleton()->free(rb->sss_texture);
  1455. rb->sss_texture = RID();
  1456. }
  1457. for (int i = 0; i < 2; i++) {
  1458. for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
  1459. // do we free the texture slice here? or is it enough to free the main texture?
  1460. // do free the mobile extra stuff
  1461. if (rb->blur[i].mipmaps[m].fb.is_valid()) {
  1462. RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
  1463. }
  1464. // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
  1465. if (i == 0) {
  1466. if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
  1467. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
  1468. }
  1469. if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
  1470. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
  1471. }
  1472. }
  1473. }
  1474. rb->blur[i].mipmaps.clear();
  1475. if (rb->blur[i].texture.is_valid()) {
  1476. RD::get_singleton()->free(rb->blur[i].texture);
  1477. rb->blur[i].texture = RID();
  1478. }
  1479. }
  1480. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1481. RD::get_singleton()->free(rb->luminance.fb[i]);
  1482. }
  1483. rb->luminance.fb.clear();
  1484. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1485. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1486. }
  1487. rb->luminance.reduce.clear();
  1488. if (rb->luminance.current_fb.is_valid()) {
  1489. RD::get_singleton()->free(rb->luminance.current_fb);
  1490. rb->luminance.current_fb = RID();
  1491. }
  1492. if (rb->luminance.current.is_valid()) {
  1493. RD::get_singleton()->free(rb->luminance.current);
  1494. rb->luminance.current = RID();
  1495. }
  1496. if (rb->ss_effects.linear_depth.is_valid()) {
  1497. RD::get_singleton()->free(rb->ss_effects.linear_depth);
  1498. rb->ss_effects.linear_depth = RID();
  1499. rb->ss_effects.linear_depth_slices.clear();
  1500. }
  1501. if (rb->ss_effects.ssao.ao_final.is_valid()) {
  1502. RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
  1503. RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
  1504. RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
  1505. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
  1506. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
  1507. rb->ss_effects.ssao.ao_deinterleaved = RID();
  1508. rb->ss_effects.ssao.ao_pong = RID();
  1509. rb->ss_effects.ssao.ao_final = RID();
  1510. rb->ss_effects.ssao.importance_map[0] = RID();
  1511. rb->ss_effects.ssao.importance_map[1] = RID();
  1512. rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
  1513. rb->ss_effects.ssao.ao_pong_slices.clear();
  1514. }
  1515. if (rb->ss_effects.ssil.ssil_final.is_valid()) {
  1516. RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
  1517. RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
  1518. RD::get_singleton()->free(rb->ss_effects.ssil.pong);
  1519. RD::get_singleton()->free(rb->ss_effects.ssil.edges);
  1520. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
  1521. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
  1522. rb->ss_effects.ssil.ssil_final = RID();
  1523. rb->ss_effects.ssil.deinterleaved = RID();
  1524. rb->ss_effects.ssil.pong = RID();
  1525. rb->ss_effects.ssil.edges = RID();
  1526. rb->ss_effects.ssil.deinterleaved_slices.clear();
  1527. rb->ss_effects.ssil.pong_slices.clear();
  1528. rb->ss_effects.ssil.edges_slices.clear();
  1529. rb->ss_effects.ssil.importance_map[0] = RID();
  1530. rb->ss_effects.ssil.importance_map[1] = RID();
  1531. RD::get_singleton()->free(rb->ss_effects.last_frame);
  1532. rb->ss_effects.last_frame = RID();
  1533. rb->ss_effects.last_frame_slices.clear();
  1534. }
  1535. if (rb->ssr.blur_radius[0].is_valid()) {
  1536. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1537. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1538. rb->ssr.blur_radius[0] = RID();
  1539. rb->ssr.blur_radius[1] = RID();
  1540. }
  1541. if (rb->ssr.depth_scaled.is_valid()) {
  1542. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1543. rb->ssr.depth_scaled = RID();
  1544. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1545. rb->ssr.normal_scaled = RID();
  1546. }
  1547. if (rb->ambient_buffer.is_valid()) {
  1548. RD::get_singleton()->free(rb->ambient_buffer);
  1549. RD::get_singleton()->free(rb->reflection_buffer);
  1550. rb->ambient_buffer = RID();
  1551. rb->reflection_buffer = RID();
  1552. }
  1553. if (rb->gi.voxel_gi_buffer.is_valid()) {
  1554. RD::get_singleton()->free(rb->gi.voxel_gi_buffer);
  1555. rb->gi.voxel_gi_buffer = RID();
  1556. }
  1557. }
  1558. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1559. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1560. ERR_FAIL_COND(!rb);
  1561. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1562. if (!can_use_effects) {
  1563. //just copy
  1564. return;
  1565. }
  1566. if (rb->blur[0].texture.is_null()) {
  1567. _allocate_blur_textures(rb);
  1568. }
  1569. storage->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
  1570. }
  1571. 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) {
  1572. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1573. ERR_FAIL_COND(!rb);
  1574. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1575. if (!can_use_effects) {
  1576. //just copy
  1577. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID());
  1578. return;
  1579. }
  1580. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1581. ERR_FAIL_COND(!env);
  1582. ERR_FAIL_COND(!env->ssr_enabled);
  1583. if (rb->ssr.depth_scaled.is_null()) {
  1584. RD::TextureFormat tf;
  1585. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1586. tf.width = rb->internal_width / 2;
  1587. tf.height = rb->internal_height / 2;
  1588. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1589. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1590. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1591. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1592. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1593. }
  1594. if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1595. RD::TextureFormat tf;
  1596. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1597. tf.width = rb->internal_width / 2;
  1598. tf.height = rb->internal_height / 2;
  1599. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1600. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1601. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1602. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1603. }
  1604. if (rb->blur[0].texture.is_null()) {
  1605. _allocate_blur_textures(rb);
  1606. }
  1607. storage->get_effects()->screen_space_reflection(rb->internal_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->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  1608. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].mipmaps[1].texture);
  1609. }
  1610. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1611. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1612. ERR_FAIL_COND(!rb);
  1613. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1614. ERR_FAIL_COND(!env);
  1615. RENDER_TIMESTAMP("Process SSAO");
  1616. if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1617. RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
  1618. RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
  1619. RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
  1620. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
  1621. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
  1622. rb->ss_effects.ssao.ao_deinterleaved = RID();
  1623. rb->ss_effects.ssao.ao_pong = RID();
  1624. rb->ss_effects.ssao.ao_final = RID();
  1625. rb->ss_effects.ssao.importance_map[0] = RID();
  1626. rb->ss_effects.ssao.importance_map[1] = RID();
  1627. rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
  1628. rb->ss_effects.ssao.ao_pong_slices.clear();
  1629. }
  1630. int buffer_width;
  1631. int buffer_height;
  1632. int half_width;
  1633. int half_height;
  1634. if (ssao_half_size) {
  1635. buffer_width = (rb->internal_width + 3) / 4;
  1636. buffer_height = (rb->internal_height + 3) / 4;
  1637. half_width = (rb->internal_width + 7) / 8;
  1638. half_height = (rb->internal_height + 7) / 8;
  1639. } else {
  1640. buffer_width = (rb->internal_width + 1) / 2;
  1641. buffer_height = (rb->internal_height + 1) / 2;
  1642. half_width = (rb->internal_width + 3) / 4;
  1643. half_height = (rb->internal_height + 3) / 4;
  1644. }
  1645. bool uniform_sets_are_invalid = false;
  1646. if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) {
  1647. {
  1648. rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  1649. }
  1650. {
  1651. RD::TextureFormat tf;
  1652. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1653. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1654. tf.width = buffer_width;
  1655. tf.height = buffer_height;
  1656. tf.array_layers = 4;
  1657. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1658. rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1659. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1660. for (uint32_t i = 0; i < 4; i++) {
  1661. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0);
  1662. rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice);
  1663. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1664. }
  1665. }
  1666. {
  1667. RD::TextureFormat tf;
  1668. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1669. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1670. tf.width = buffer_width;
  1671. tf.height = buffer_height;
  1672. tf.array_layers = 4;
  1673. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1674. rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1675. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1676. for (uint32_t i = 0; i < 4; i++) {
  1677. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0);
  1678. rb->ss_effects.ssao.ao_pong_slices.push_back(slice);
  1679. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1680. }
  1681. }
  1682. {
  1683. RD::TextureFormat tf;
  1684. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1685. tf.width = half_width;
  1686. tf.height = half_height;
  1687. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1688. rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1689. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map");
  1690. rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1691. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong");
  1692. }
  1693. {
  1694. RD::TextureFormat tf;
  1695. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1696. tf.width = rb->internal_width;
  1697. tf.height = rb->internal_height;
  1698. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1699. rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1700. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final");
  1701. }
  1702. ssao_using_half_size = ssao_half_size;
  1703. uniform_sets_are_invalid = true;
  1704. }
  1705. EffectsRD::SSAOSettings settings;
  1706. settings.radius = env->ssao_radius;
  1707. settings.intensity = env->ssao_intensity;
  1708. settings.power = env->ssao_power;
  1709. settings.detail = env->ssao_detail;
  1710. settings.horizon = env->ssao_horizon;
  1711. settings.sharpness = env->ssao_sharpness;
  1712. settings.quality = ssao_quality;
  1713. settings.half_size = ssao_half_size;
  1714. settings.adaptive_target = ssao_adaptive_target;
  1715. settings.blur_passes = ssao_blur_passes;
  1716. settings.fadeout_from = ssao_fadeout_from;
  1717. settings.fadeout_to = ssao_fadeout_to;
  1718. settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
  1719. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1720. settings.quarter_screen_size = Size2i(half_width, half_height);
  1721. storage->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set);
  1722. }
  1723. void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
  1724. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1725. ERR_FAIL_COND(!rb);
  1726. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1727. ERR_FAIL_COND(!env);
  1728. RENDER_TIMESTAMP("Process SSIL");
  1729. if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) {
  1730. RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
  1731. RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
  1732. RD::get_singleton()->free(rb->ss_effects.ssil.pong);
  1733. RD::get_singleton()->free(rb->ss_effects.ssil.edges);
  1734. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
  1735. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
  1736. rb->ss_effects.ssil.ssil_final = RID();
  1737. rb->ss_effects.ssil.deinterleaved = RID();
  1738. rb->ss_effects.ssil.pong = RID();
  1739. rb->ss_effects.ssil.edges = RID();
  1740. rb->ss_effects.ssil.deinterleaved_slices.clear();
  1741. rb->ss_effects.ssil.pong_slices.clear();
  1742. rb->ss_effects.ssil.edges_slices.clear();
  1743. rb->ss_effects.ssil.importance_map[0] = RID();
  1744. rb->ss_effects.ssil.importance_map[1] = RID();
  1745. }
  1746. int buffer_width;
  1747. int buffer_height;
  1748. int half_width;
  1749. int half_height;
  1750. if (ssil_half_size) {
  1751. buffer_width = (rb->width + 3) / 4;
  1752. buffer_height = (rb->height + 3) / 4;
  1753. half_width = (rb->width + 7) / 8;
  1754. half_height = (rb->height + 7) / 8;
  1755. } else {
  1756. buffer_width = (rb->width + 1) / 2;
  1757. buffer_height = (rb->height + 1) / 2;
  1758. half_width = (rb->width + 3) / 4;
  1759. half_height = (rb->height + 3) / 4;
  1760. }
  1761. bool uniform_sets_are_invalid = false;
  1762. if (rb->ss_effects.ssil.ssil_final.is_null()) {
  1763. {
  1764. rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  1765. }
  1766. {
  1767. RD::TextureFormat tf;
  1768. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1769. tf.width = rb->width;
  1770. tf.height = rb->height;
  1771. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1772. rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1773. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture");
  1774. RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1775. if (rb->ss_effects.last_frame.is_null()) {
  1776. tf.mipmaps = 6;
  1777. rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1778. RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance");
  1779. RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
  1780. for (uint32_t i = 0; i < 6; i++) {
  1781. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i);
  1782. rb->ss_effects.last_frame_slices.push_back(slice);
  1783. RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
  1784. }
  1785. }
  1786. }
  1787. {
  1788. RD::TextureFormat tf;
  1789. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1790. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1791. tf.width = buffer_width;
  1792. tf.height = buffer_height;
  1793. tf.array_layers = 4;
  1794. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1795. rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1796. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer");
  1797. for (uint32_t i = 0; i < 4; i++) {
  1798. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0);
  1799. rb->ss_effects.ssil.deinterleaved_slices.push_back(slice);
  1800. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
  1801. }
  1802. }
  1803. {
  1804. RD::TextureFormat tf;
  1805. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1806. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1807. tf.width = buffer_width;
  1808. tf.height = buffer_height;
  1809. tf.array_layers = 4;
  1810. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1811. rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1812. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer");
  1813. for (uint32_t i = 0; i < 4; i++) {
  1814. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0);
  1815. rb->ss_effects.ssil.pong_slices.push_back(slice);
  1816. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
  1817. }
  1818. }
  1819. {
  1820. RD::TextureFormat tf;
  1821. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1822. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1823. tf.width = buffer_width;
  1824. tf.height = buffer_height;
  1825. tf.array_layers = 4;
  1826. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1827. rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1828. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer");
  1829. for (uint32_t i = 0; i < 4; i++) {
  1830. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0);
  1831. rb->ss_effects.ssil.edges_slices.push_back(slice);
  1832. RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
  1833. }
  1834. }
  1835. {
  1836. RD::TextureFormat tf;
  1837. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1838. tf.width = half_width;
  1839. tf.height = half_height;
  1840. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1841. rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1842. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map");
  1843. rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1844. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong");
  1845. }
  1846. uniform_sets_are_invalid = true;
  1847. ssil_using_half_size = ssil_half_size;
  1848. }
  1849. EffectsRD::SSILSettings settings;
  1850. settings.radius = env->ssil_radius;
  1851. settings.intensity = env->ssil_intensity;
  1852. settings.sharpness = env->ssil_sharpness;
  1853. settings.normal_rejection = env->ssil_normal_rejection;
  1854. settings.quality = ssil_quality;
  1855. settings.half_size = ssil_half_size;
  1856. settings.adaptive_target = ssil_adaptive_target;
  1857. settings.blur_passes = ssil_blur_passes;
  1858. settings.fadeout_from = ssil_fadeout_from;
  1859. settings.fadeout_to = ssil_fadeout_to;
  1860. settings.full_screen_size = Size2i(rb->width, rb->height);
  1861. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1862. settings.quarter_screen_size = Size2i(half_width, half_height);
  1863. CameraMatrix correction;
  1864. correction.set_depth_correction(true);
  1865. CameraMatrix projection = correction * p_projection;
  1866. Transform3D transform = p_transform;
  1867. transform.set_origin(Vector3(0.0, 0.0, 0.0));
  1868. CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
  1869. storage->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set);
  1870. rb->ss_effects.last_frame_projection = projection;
  1871. rb->ss_effects.last_frame_transform = transform;
  1872. }
  1873. void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
  1874. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1875. ERR_FAIL_COND(!rb);
  1876. if (rb->ss_effects.last_frame.is_valid()) {
  1877. storage->get_effects()->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
  1878. int width = rb->width;
  1879. int height = rb->height;
  1880. for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
  1881. width = MAX(1, width >> 1);
  1882. height = MAX(1, height >> 1);
  1883. storage->get_effects()->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
  1884. }
  1885. }
  1886. }
  1887. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1888. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1889. ERR_FAIL_COND(!rb);
  1890. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1891. if (rb->blur[0].texture.is_null()) {
  1892. _allocate_blur_textures(rb);
  1893. }
  1894. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1895. bool can_use_storage = _render_buffers_can_be_storage();
  1896. if (can_use_storage) {
  1897. storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
  1898. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1899. 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));
  1900. }
  1901. } else {
  1902. storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
  1903. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1904. 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));
  1905. }
  1906. }
  1907. RD::get_singleton()->draw_command_end_label();
  1908. }
  1909. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1910. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1911. ERR_FAIL_COND(!rb);
  1912. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1913. if (rb->depth_back_texture.is_null()) {
  1914. _allocate_depth_backbuffer_textures(rb);
  1915. }
  1916. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1917. bool can_use_storage = _render_buffers_can_be_storage();
  1918. if (can_use_storage) {
  1919. storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1920. } else {
  1921. storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1922. }
  1923. RD::get_singleton()->draw_command_end_label();
  1924. }
  1925. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1926. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1927. ERR_FAIL_COND(!rb);
  1928. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1929. // Glow and override exposure (if enabled).
  1930. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1931. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1932. bool can_use_storage = _render_buffers_can_be_storage();
  1933. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1934. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1935. RD::get_singleton()->draw_command_begin_label("DOF");
  1936. if (rb->blur[0].texture.is_null()) {
  1937. _allocate_blur_textures(rb);
  1938. }
  1939. EffectsRD::BokehBuffers buffers;
  1940. // Textures we use
  1941. buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
  1942. buffers.base_texture = rb->internal_texture;
  1943. buffers.depth_texture = rb->depth_texture;
  1944. buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
  1945. buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
  1946. buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
  1947. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1948. if (can_use_storage) {
  1949. 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);
  1950. } else {
  1951. // Set framebuffers.
  1952. buffers.base_fb = rb->texture_fb;
  1953. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1954. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1955. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1956. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1957. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1958. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1959. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1960. // Set weight buffers.
  1961. buffers.base_weight_fb = rb->base_weight_fb;
  1962. 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);
  1963. }
  1964. RD::get_singleton()->draw_command_end_label();
  1965. }
  1966. if (can_use_effects && env && env->auto_exposure) {
  1967. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1968. if (rb->luminance.current.is_null()) {
  1969. _allocate_luminance_textures(rb);
  1970. }
  1971. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1972. rb->auto_exposure_version = env->auto_exposure_version;
  1973. double step = env->auto_exp_speed * time_step;
  1974. if (can_use_storage) {
  1975. storage->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1976. } else {
  1977. storage->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1978. }
  1979. // Swap final reduce with prev luminance.
  1980. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1981. if (!can_use_storage) {
  1982. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1983. }
  1984. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  1985. RD::get_singleton()->draw_command_end_label();
  1986. }
  1987. int max_glow_level = -1;
  1988. if (can_use_effects && env && env->glow_enabled) {
  1989. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1990. /* see that blur textures are allocated */
  1991. if (rb->blur[1].texture.is_null()) {
  1992. _allocate_blur_textures(rb);
  1993. }
  1994. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1995. if (env->glow_levels[i] > 0.0) {
  1996. if (i >= rb->blur[1].mipmaps.size()) {
  1997. max_glow_level = rb->blur[1].mipmaps.size() - 1;
  1998. } else {
  1999. max_glow_level = i;
  2000. }
  2001. }
  2002. }
  2003. for (int i = 0; i < (max_glow_level + 1); i++) {
  2004. int vp_w = rb->blur[1].mipmaps[i].width;
  2005. int vp_h = rb->blur[1].mipmaps[i].height;
  2006. if (i == 0) {
  2007. RID luminance_texture;
  2008. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  2009. luminance_texture = rb->luminance.current;
  2010. }
  2011. if (can_use_storage) {
  2012. storage->get_effects()->gaussian_glow(rb->internal_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);
  2013. } else {
  2014. storage->get_effects()->gaussian_glow_raster(rb->internal_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);
  2015. }
  2016. } else {
  2017. if (can_use_storage) {
  2018. 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);
  2019. } else {
  2020. 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);
  2021. }
  2022. }
  2023. }
  2024. RD::get_singleton()->draw_command_end_label();
  2025. }
  2026. {
  2027. RD::get_singleton()->draw_command_begin_label("Tonemap");
  2028. EffectsRD::TonemapSettings tonemap;
  2029. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  2030. tonemap.use_auto_exposure = true;
  2031. tonemap.exposure_texture = rb->luminance.current;
  2032. tonemap.auto_exposure_grey = env->auto_exp_scale;
  2033. } else {
  2034. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2035. }
  2036. if (can_use_effects && env && env->glow_enabled) {
  2037. tonemap.use_glow = true;
  2038. tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
  2039. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  2040. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  2041. tonemap.glow_levels[i] = env->glow_levels[i];
  2042. }
  2043. tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
  2044. tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
  2045. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  2046. tonemap.glow_texture = rb->blur[1].texture;
  2047. if (env->glow_map.is_valid()) {
  2048. tonemap.glow_map_strength = env->glow_map_strength;
  2049. tonemap.glow_map = storage->texture_get_rd_texture(env->glow_map);
  2050. } else {
  2051. tonemap.glow_map_strength = 0.0f;
  2052. tonemap.glow_map = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2053. }
  2054. } else {
  2055. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2056. tonemap.glow_map = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2057. }
  2058. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  2059. tonemap.use_fxaa = true;
  2060. }
  2061. tonemap.use_debanding = rb->use_debanding;
  2062. tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
  2063. if (env) {
  2064. tonemap.tonemap_mode = env->tone_mapper;
  2065. tonemap.white = env->white;
  2066. tonemap.exposure = env->exposure;
  2067. }
  2068. if (camfx && camfx->override_exposure_enabled) {
  2069. tonemap.exposure = camfx->override_exposure;
  2070. }
  2071. tonemap.use_color_correction = false;
  2072. tonemap.use_1d_color_correction = false;
  2073. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2074. if (can_use_effects && env) {
  2075. tonemap.use_bcs = env->adjustments_enabled;
  2076. tonemap.brightness = env->adjustments_brightness;
  2077. tonemap.contrast = env->adjustments_contrast;
  2078. tonemap.saturation = env->adjustments_saturation;
  2079. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  2080. tonemap.use_color_correction = true;
  2081. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  2082. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  2083. }
  2084. }
  2085. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2086. tonemap.view_count = p_render_data->view_count;
  2087. storage->get_effects()->tonemapper(rb->internal_texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  2088. RD::get_singleton()->draw_command_end_label();
  2089. }
  2090. if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
  2091. RD::get_singleton()->draw_command_begin_label("FSR Upscale");
  2092. storage->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
  2093. RD::get_singleton()->draw_command_end_label();
  2094. }
  2095. storage->render_target_disable_clear_request(rb->render_target);
  2096. }
  2097. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  2098. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  2099. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2100. ERR_FAIL_COND(!rb);
  2101. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  2102. // Override exposure (if enabled).
  2103. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  2104. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  2105. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  2106. EffectsRD::TonemapSettings tonemap;
  2107. if (env) {
  2108. tonemap.tonemap_mode = env->tone_mapper;
  2109. tonemap.exposure = env->exposure;
  2110. tonemap.white = env->white;
  2111. }
  2112. if (camfx && camfx->override_exposure_enabled) {
  2113. tonemap.exposure = camfx->override_exposure;
  2114. }
  2115. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  2116. // The problem is that we need to use the result so far and process them before we can
  2117. // apply this to our results.
  2118. if (can_use_effects && env && env->glow_enabled) {
  2119. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  2120. }
  2121. if (can_use_effects && env && env->auto_exposure) {
  2122. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  2123. }
  2124. tonemap.use_glow = false;
  2125. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2126. tonemap.glow_map = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2127. tonemap.use_auto_exposure = false;
  2128. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2129. tonemap.use_color_correction = false;
  2130. tonemap.use_1d_color_correction = false;
  2131. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2132. if (can_use_effects && env) {
  2133. tonemap.use_bcs = env->adjustments_enabled;
  2134. tonemap.brightness = env->adjustments_brightness;
  2135. tonemap.contrast = env->adjustments_contrast;
  2136. tonemap.saturation = env->adjustments_saturation;
  2137. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  2138. tonemap.use_color_correction = true;
  2139. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  2140. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  2141. }
  2142. }
  2143. tonemap.use_debanding = rb->use_debanding;
  2144. tonemap.texture_size = Vector2i(rb->width, rb->height);
  2145. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2146. tonemap.view_count = p_render_data->view_count;
  2147. storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  2148. RD::get_singleton()->draw_command_end_label();
  2149. }
  2150. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  2151. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2152. ERR_FAIL_COND(!rb);
  2153. storage->render_target_disable_clear_request(rb->render_target);
  2154. }
  2155. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  2156. EffectsRD *effects = storage->get_effects();
  2157. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2158. ERR_FAIL_COND(!rb);
  2159. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  2160. if (p_shadow_atlas.is_valid()) {
  2161. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  2162. if (shadow_atlas_texture.is_null()) {
  2163. shadow_atlas_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2164. }
  2165. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2166. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  2167. }
  2168. }
  2169. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  2170. if (directional_shadow_get_texture().is_valid()) {
  2171. RID shadow_atlas_texture = directional_shadow_get_texture();
  2172. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2173. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  2174. }
  2175. }
  2176. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  2177. RID decal_atlas = storage->decal_atlas_get_texture();
  2178. if (decal_atlas.is_valid()) {
  2179. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2180. effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  2181. }
  2182. }
  2183. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  2184. if (rb->luminance.current.is_valid()) {
  2185. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2186. effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  2187. }
  2188. }
  2189. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
  2190. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2191. effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  2192. }
  2193. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
  2194. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2195. effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2196. }
  2197. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  2198. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2199. 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);
  2200. }
  2201. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
  2202. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2203. RID ambient_texture = rb->ambient_buffer;
  2204. RID reflection_texture = rb->reflection_buffer;
  2205. 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);
  2206. }
  2207. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  2208. if (p_occlusion_buffer.is_valid()) {
  2209. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2210. 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);
  2211. }
  2212. }
  2213. }
  2214. 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) {
  2215. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  2216. ERR_FAIL_COND(!env);
  2217. env->adjustments_enabled = p_enable;
  2218. env->adjustments_brightness = p_brightness;
  2219. env->adjustments_contrast = p_contrast;
  2220. env->adjustments_saturation = p_saturation;
  2221. env->use_1d_color_correction = p_use_1d_color_correction;
  2222. env->color_correction = p_color_correction;
  2223. }
  2224. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  2225. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2226. ERR_FAIL_COND_V(!rb, RID());
  2227. if (!rb->blur[0].texture.is_valid()) {
  2228. return RID(); //not valid at the moment
  2229. }
  2230. return rb->blur[0].texture;
  2231. }
  2232. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  2233. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2234. ERR_FAIL_COND_V(!rb, RID());
  2235. if (!rb->depth_back_texture.is_valid()) {
  2236. return RID(); //not valid at the moment
  2237. }
  2238. return rb->depth_back_texture;
  2239. }
  2240. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  2241. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2242. ERR_FAIL_COND_V(!rb, RID());
  2243. return rb->depth_texture;
  2244. }
  2245. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  2246. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2247. ERR_FAIL_COND_V(!rb, RID());
  2248. return rb->ss_effects.ssao.ao_final;
  2249. }
  2250. RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
  2251. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2252. ERR_FAIL_COND_V(!rb, RID());
  2253. return rb->ss_effects.ssil.ssil_final;
  2254. }
  2255. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  2256. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2257. ERR_FAIL_COND_V(!rb, RID());
  2258. if (rb->gi.voxel_gi_buffer.is_null()) {
  2259. rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
  2260. }
  2261. return rb->gi.voxel_gi_buffer;
  2262. }
  2263. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  2264. return gi.default_voxel_gi_buffer;
  2265. }
  2266. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  2267. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2268. ERR_FAIL_COND_V(!rb, RID());
  2269. return rb->ambient_buffer;
  2270. }
  2271. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  2272. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2273. ERR_FAIL_COND_V(!rb, RID());
  2274. return rb->reflection_buffer;
  2275. }
  2276. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  2277. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2278. ERR_FAIL_COND_V(!rb, 0);
  2279. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2280. return rb->sdfgi->cascades.size();
  2281. }
  2282. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  2283. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2284. ERR_FAIL_COND_V(!rb, false);
  2285. return rb->sdfgi != nullptr;
  2286. }
  2287. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  2288. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2289. ERR_FAIL_COND_V(!rb, RID());
  2290. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2291. return rb->sdfgi->lightprobe_texture;
  2292. }
  2293. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2294. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2295. ERR_FAIL_COND_V(!rb, Vector3());
  2296. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  2297. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  2298. 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;
  2299. }
  2300. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2301. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2302. ERR_FAIL_COND_V(!rb, Vector3i());
  2303. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  2304. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  2305. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
  2306. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  2307. }
  2308. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  2309. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2310. ERR_FAIL_COND_V(!rb, 0);
  2311. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2312. return rb->sdfgi->normal_bias;
  2313. }
  2314. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  2315. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2316. ERR_FAIL_COND_V(!rb, 0);
  2317. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2318. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  2319. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  2320. }
  2321. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  2322. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2323. ERR_FAIL_COND_V(!rb, 0);
  2324. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2325. return rb->sdfgi->probe_axis_count;
  2326. }
  2327. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  2328. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2329. ERR_FAIL_COND_V(!rb, 0);
  2330. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2331. return rb->sdfgi->cascade_size;
  2332. }
  2333. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  2334. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2335. ERR_FAIL_COND_V(!rb, false);
  2336. ERR_FAIL_COND_V(!rb->sdfgi, false);
  2337. return rb->sdfgi->uses_occlusion;
  2338. }
  2339. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  2340. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2341. ERR_FAIL_COND_V(!rb, 0.0);
  2342. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  2343. return rb->sdfgi->energy;
  2344. }
  2345. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  2346. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2347. ERR_FAIL_COND_V(!rb, RID());
  2348. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2349. return rb->sdfgi->occlusion_texture;
  2350. }
  2351. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  2352. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2353. ERR_FAIL_COND_V(!rb, false);
  2354. return rb->volumetric_fog != nullptr;
  2355. }
  2356. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  2357. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2358. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  2359. return rb->volumetric_fog->fog_map;
  2360. }
  2361. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  2362. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2363. ERR_FAIL_COND_V(!rb, RID());
  2364. if (!rb->volumetric_fog) {
  2365. return RID();
  2366. }
  2367. return rb->volumetric_fog->sky_uniform_set;
  2368. }
  2369. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2370. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2371. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2372. return rb->volumetric_fog->length;
  2373. }
  2374. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2375. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2376. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2377. return rb->volumetric_fog->spread;
  2378. }
  2379. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  2380. return 1.0;
  2381. }
  2382. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2383. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2384. }
  2385. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2386. return true;
  2387. }
  2388. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
  2389. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2390. if (!_render_buffers_can_be_storage()) {
  2391. p_internal_height = p_height;
  2392. p_internal_width = p_width;
  2393. }
  2394. if (p_width != p_internal_width) {
  2395. float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias;
  2396. storage->sampler_rd_configure_custom(fsr_mipmap_bias);
  2397. update_uniform_sets();
  2398. }
  2399. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2400. // Should we add an overrule per viewport?
  2401. rb->internal_width = p_internal_width;
  2402. rb->internal_height = p_internal_height;
  2403. rb->width = p_width;
  2404. rb->height = p_height;
  2405. rb->fsr_sharpness = p_fsr_sharpness;
  2406. rb->render_target = p_render_target;
  2407. rb->msaa = p_msaa;
  2408. rb->screen_space_aa = p_screen_space_aa;
  2409. rb->use_debanding = p_use_debanding;
  2410. rb->view_count = p_view_count;
  2411. if (is_clustered_enabled()) {
  2412. if (rb->cluster_builder == nullptr) {
  2413. rb->cluster_builder = memnew(ClusterBuilderRD);
  2414. }
  2415. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2416. }
  2417. _free_render_buffer_data(rb);
  2418. {
  2419. RD::TextureFormat tf;
  2420. if (rb->view_count > 1) {
  2421. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2422. }
  2423. tf.format = _render_buffers_get_color_format();
  2424. tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
  2425. tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
  2426. tf.array_layers = rb->view_count; // create a layer for every view
  2427. 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;
  2428. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2429. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2430. }
  2431. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2432. rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2433. if ((p_internal_width != p_width || p_internal_height != p_height)) {
  2434. tf.width = rb->width;
  2435. tf.height = rb->height;
  2436. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2437. rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2438. } else {
  2439. rb->texture = rb->internal_texture;
  2440. rb->upscale_texture = rb->internal_texture;
  2441. }
  2442. }
  2443. {
  2444. RD::TextureFormat tf;
  2445. if (rb->view_count > 1) {
  2446. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2447. }
  2448. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2449. 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;
  2450. } else {
  2451. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2452. }
  2453. tf.width = rb->internal_width;
  2454. tf.height = rb->internal_height;
  2455. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2456. tf.array_layers = rb->view_count; // create a layer for every view
  2457. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2458. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2459. } else {
  2460. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2461. }
  2462. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2463. }
  2464. if (!_render_buffers_can_be_storage()) {
  2465. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2466. Vector<RID> fb;
  2467. fb.push_back(rb->internal_texture);
  2468. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2469. }
  2470. RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
  2471. rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_view_count);
  2472. if (is_clustered_enabled()) {
  2473. rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_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->internal_texture);
  2474. }
  2475. }
  2476. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2477. gi.half_resolution = p_enable;
  2478. }
  2479. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2480. sss_quality = p_quality;
  2481. }
  2482. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2483. return sss_quality;
  2484. }
  2485. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2486. sss_scale = p_scale;
  2487. sss_depth_scale = p_depth_scale;
  2488. }
  2489. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  2490. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2491. if (shadows_quality != p_quality) {
  2492. shadows_quality = p_quality;
  2493. switch (shadows_quality) {
  2494. case RS::SHADOW_QUALITY_HARD: {
  2495. penumbra_shadow_samples = 4;
  2496. soft_shadow_samples = 0;
  2497. shadows_quality_radius = 1.0;
  2498. } break;
  2499. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2500. penumbra_shadow_samples = 4;
  2501. soft_shadow_samples = 1;
  2502. shadows_quality_radius = 1.5;
  2503. } break;
  2504. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2505. penumbra_shadow_samples = 8;
  2506. soft_shadow_samples = 4;
  2507. shadows_quality_radius = 2.0;
  2508. } break;
  2509. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2510. penumbra_shadow_samples = 12;
  2511. soft_shadow_samples = 8;
  2512. shadows_quality_radius = 2.0;
  2513. } break;
  2514. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2515. penumbra_shadow_samples = 24;
  2516. soft_shadow_samples = 16;
  2517. shadows_quality_radius = 3.0;
  2518. } break;
  2519. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2520. penumbra_shadow_samples = 32;
  2521. soft_shadow_samples = 32;
  2522. shadows_quality_radius = 4.0;
  2523. } break;
  2524. case RS::SHADOW_QUALITY_MAX:
  2525. break;
  2526. }
  2527. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2528. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2529. }
  2530. _update_shader_quality_settings();
  2531. }
  2532. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  2533. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2534. if (directional_shadow_quality != p_quality) {
  2535. directional_shadow_quality = p_quality;
  2536. switch (directional_shadow_quality) {
  2537. case RS::SHADOW_QUALITY_HARD: {
  2538. directional_penumbra_shadow_samples = 4;
  2539. directional_soft_shadow_samples = 0;
  2540. directional_shadow_quality_radius = 1.0;
  2541. } break;
  2542. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2543. directional_penumbra_shadow_samples = 4;
  2544. directional_soft_shadow_samples = 1;
  2545. directional_shadow_quality_radius = 1.5;
  2546. } break;
  2547. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2548. directional_penumbra_shadow_samples = 8;
  2549. directional_soft_shadow_samples = 4;
  2550. directional_shadow_quality_radius = 2.0;
  2551. } break;
  2552. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2553. directional_penumbra_shadow_samples = 12;
  2554. directional_soft_shadow_samples = 8;
  2555. directional_shadow_quality_radius = 2.0;
  2556. } break;
  2557. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2558. directional_penumbra_shadow_samples = 24;
  2559. directional_soft_shadow_samples = 16;
  2560. directional_shadow_quality_radius = 3.0;
  2561. } break;
  2562. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2563. directional_penumbra_shadow_samples = 32;
  2564. directional_soft_shadow_samples = 32;
  2565. directional_shadow_quality_radius = 4.0;
  2566. } break;
  2567. case RS::SHADOW_QUALITY_MAX:
  2568. break;
  2569. }
  2570. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2571. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2572. }
  2573. _update_shader_quality_settings();
  2574. }
  2575. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2576. if (decals_filter == p_filter) {
  2577. return;
  2578. }
  2579. decals_filter = p_filter;
  2580. _update_shader_quality_settings();
  2581. }
  2582. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2583. if (light_projectors_filter == p_filter) {
  2584. return;
  2585. }
  2586. light_projectors_filter = p_filter;
  2587. _update_shader_quality_settings();
  2588. }
  2589. int RendererSceneRenderRD::get_roughness_layers() const {
  2590. return sky.roughness_layers;
  2591. }
  2592. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2593. return sky.sky_use_cubemap_array;
  2594. }
  2595. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2596. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2597. ERR_FAIL_COND_V(!rb, nullptr);
  2598. return rb->data;
  2599. }
  2600. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2601. cluster.reflection_count = 0;
  2602. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2603. if (cluster.reflection_count == cluster.max_reflections) {
  2604. break;
  2605. }
  2606. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2607. if (!rpi) {
  2608. continue;
  2609. }
  2610. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2611. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2612. cluster.reflection_count++;
  2613. }
  2614. if (cluster.reflection_count > 0) {
  2615. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2616. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2617. }
  2618. bool using_forward_ids = _uses_forward_ids();
  2619. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2620. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2621. if (using_forward_ids) {
  2622. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2623. }
  2624. RID base_probe = rpi->probe;
  2625. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2626. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  2627. rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
  2628. reflection_ubo.box_extents[0] = extents.x;
  2629. reflection_ubo.box_extents[1] = extents.y;
  2630. reflection_ubo.box_extents[2] = extents.z;
  2631. reflection_ubo.index = rpi->atlas_index;
  2632. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  2633. reflection_ubo.box_offset[0] = origin_offset.x;
  2634. reflection_ubo.box_offset[1] = origin_offset.y;
  2635. reflection_ubo.box_offset[2] = origin_offset.z;
  2636. reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
  2637. reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
  2638. reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
  2639. reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
  2640. reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
  2641. Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
  2642. float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
  2643. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2644. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2645. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2646. Transform3D transform = rpi->transform;
  2647. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2648. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  2649. if (current_cluster_builder != nullptr) {
  2650. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2651. }
  2652. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2653. }
  2654. if (cluster.reflection_count) {
  2655. 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);
  2656. }
  2657. }
  2658. 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) {
  2659. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2660. r_directional_light_count = 0;
  2661. r_positional_light_count = 0;
  2662. Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2663. cluster.omni_light_count = 0;
  2664. cluster.spot_light_count = 0;
  2665. r_directional_light_soft_shadows = false;
  2666. for (int i = 0; i < (int)p_lights.size(); i++) {
  2667. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2668. if (!li) {
  2669. continue;
  2670. }
  2671. RID base = li->light;
  2672. ERR_CONTINUE(base.is_null());
  2673. RS::LightType type = storage->light_get_type(base);
  2674. switch (type) {
  2675. case RS::LIGHT_DIRECTIONAL: {
  2676. if (r_directional_light_count >= cluster.max_directional_lights) {
  2677. continue;
  2678. }
  2679. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2680. Transform3D light_transform = li->transform;
  2681. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2682. light_data.direction[0] = direction.x;
  2683. light_data.direction[1] = direction.y;
  2684. light_data.direction[2] = direction.z;
  2685. float sign = storage->light_is_negative(base) ? -1 : 1;
  2686. light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2687. Color linear_col = storage->light_get_color(base).to_linear();
  2688. light_data.color[0] = linear_col.r;
  2689. light_data.color[1] = linear_col.g;
  2690. light_data.color[2] = linear_col.b;
  2691. light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2692. light_data.mask = storage->light_get_cull_mask(base);
  2693. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2694. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2695. Color shadow_col = storage->light_get_shadow_color(base).to_linear();
  2696. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2697. light_data.shadow_color1[0] = 1.0;
  2698. light_data.shadow_color1[1] = 0.0;
  2699. light_data.shadow_color1[2] = 0.0;
  2700. light_data.shadow_color1[3] = 1.0;
  2701. light_data.shadow_color2[0] = 0.0;
  2702. light_data.shadow_color2[1] = 1.0;
  2703. light_data.shadow_color2[2] = 0.0;
  2704. light_data.shadow_color2[3] = 1.0;
  2705. light_data.shadow_color3[0] = 0.0;
  2706. light_data.shadow_color3[1] = 0.0;
  2707. light_data.shadow_color3[2] = 1.0;
  2708. light_data.shadow_color3[3] = 1.0;
  2709. light_data.shadow_color4[0] = 1.0;
  2710. light_data.shadow_color4[1] = 1.0;
  2711. light_data.shadow_color4[2] = 0.0;
  2712. light_data.shadow_color4[3] = 1.0;
  2713. } else {
  2714. light_data.shadow_color1[0] = shadow_col.r;
  2715. light_data.shadow_color1[1] = shadow_col.g;
  2716. light_data.shadow_color1[2] = shadow_col.b;
  2717. light_data.shadow_color1[3] = 1.0;
  2718. light_data.shadow_color2[0] = shadow_col.r;
  2719. light_data.shadow_color2[1] = shadow_col.g;
  2720. light_data.shadow_color2[2] = shadow_col.b;
  2721. light_data.shadow_color2[3] = 1.0;
  2722. light_data.shadow_color3[0] = shadow_col.r;
  2723. light_data.shadow_color3[1] = shadow_col.g;
  2724. light_data.shadow_color3[2] = shadow_col.b;
  2725. light_data.shadow_color3[3] = 1.0;
  2726. light_data.shadow_color4[0] = shadow_col.r;
  2727. light_data.shadow_color4[1] = shadow_col.g;
  2728. light_data.shadow_color4[2] = shadow_col.b;
  2729. light_data.shadow_color4[3] = 1.0;
  2730. }
  2731. light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
  2732. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2733. if (angular_diameter > 0.0) {
  2734. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2735. // technically this will keep expanding until reaching the sun, but all we care
  2736. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2737. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2738. if (storage->light_has_shadow(base)) {
  2739. r_directional_light_soft_shadows = true;
  2740. }
  2741. } else {
  2742. angular_diameter = 0.0;
  2743. }
  2744. if (light_data.shadow_enabled) {
  2745. RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
  2746. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2747. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base);
  2748. for (int j = 0; j < 4; j++) {
  2749. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2750. CameraMatrix matrix = li->shadow_transform[j].camera;
  2751. float split = li->shadow_transform[MIN(limit, j)].split;
  2752. CameraMatrix bias;
  2753. bias.set_light_bias();
  2754. CameraMatrix rectm;
  2755. rectm.set_light_atlas_rect(atlas_rect);
  2756. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2757. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2758. light_data.shadow_split_offsets[j] = split;
  2759. float bias_scale = li->shadow_transform[j].bias_scale;
  2760. light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2761. light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2762. light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
  2763. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2764. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2765. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2766. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2767. uv_scale *= atlas_rect.size; //adapt to atlas size
  2768. switch (j) {
  2769. case 0: {
  2770. light_data.uv_scale1[0] = uv_scale.x;
  2771. light_data.uv_scale1[1] = uv_scale.y;
  2772. } break;
  2773. case 1: {
  2774. light_data.uv_scale2[0] = uv_scale.x;
  2775. light_data.uv_scale2[1] = uv_scale.y;
  2776. } break;
  2777. case 2: {
  2778. light_data.uv_scale3[0] = uv_scale.x;
  2779. light_data.uv_scale3[1] = uv_scale.y;
  2780. } break;
  2781. case 3: {
  2782. light_data.uv_scale4[0] = uv_scale.x;
  2783. light_data.uv_scale4[1] = uv_scale.y;
  2784. } break;
  2785. }
  2786. }
  2787. float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2788. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2789. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2790. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2791. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2792. light_data.softshadow_angle = angular_diameter;
  2793. light_data.bake_mode = storage->light_get_bake_mode(base);
  2794. if (angular_diameter <= 0.0) {
  2795. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2796. }
  2797. }
  2798. r_directional_light_count++;
  2799. } break;
  2800. case RS::LIGHT_OMNI: {
  2801. if (cluster.omni_light_count >= cluster.max_lights) {
  2802. continue;
  2803. }
  2804. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2805. cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2806. cluster.omni_light_count++;
  2807. } break;
  2808. case RS::LIGHT_SPOT: {
  2809. if (cluster.spot_light_count >= cluster.max_lights) {
  2810. continue;
  2811. }
  2812. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2813. cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2814. cluster.spot_light_count++;
  2815. } break;
  2816. }
  2817. li->last_pass = RSG::rasterizer->get_frame_number();
  2818. }
  2819. if (cluster.omni_light_count) {
  2820. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2821. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2822. }
  2823. if (cluster.spot_light_count) {
  2824. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2825. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2826. }
  2827. ShadowAtlas *shadow_atlas = nullptr;
  2828. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2829. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2830. }
  2831. bool using_forward_ids = _uses_forward_ids();
  2832. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2833. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2834. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2835. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2836. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2837. RID base = li->light;
  2838. if (using_forward_ids) {
  2839. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2840. }
  2841. Transform3D light_transform = li->transform;
  2842. float sign = storage->light_is_negative(base) ? -1 : 1;
  2843. Color linear_col = storage->light_get_color(base).to_linear();
  2844. light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2845. float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2846. light_data.color[0] = linear_col.r * energy;
  2847. light_data.color[1] = linear_col.g * energy;
  2848. light_data.color[2] = linear_col.b * energy;
  2849. light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2850. light_data.bake_mode = storage->light_get_bake_mode(base);
  2851. float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2852. light_data.inv_radius = 1.0 / radius;
  2853. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2854. light_data.position[0] = pos.x;
  2855. light_data.position[1] = pos.y;
  2856. light_data.position[2] = pos.z;
  2857. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2858. light_data.direction[0] = direction.x;
  2859. light_data.direction[1] = direction.y;
  2860. light_data.direction[2] = direction.z;
  2861. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2862. light_data.size = size;
  2863. light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2864. float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2865. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2866. light_data.mask = storage->light_get_cull_mask(base);
  2867. light_data.atlas_rect[0] = 0;
  2868. light_data.atlas_rect[1] = 0;
  2869. light_data.atlas_rect[2] = 0;
  2870. light_data.atlas_rect[3] = 0;
  2871. RID projector = storage->light_get_projector(base);
  2872. if (projector.is_valid()) {
  2873. Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
  2874. if (type == RS::LIGHT_SPOT) {
  2875. light_data.projector_rect[0] = rect.position.x;
  2876. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2877. light_data.projector_rect[2] = rect.size.width;
  2878. light_data.projector_rect[3] = -rect.size.height;
  2879. } else {
  2880. light_data.projector_rect[0] = rect.position.x;
  2881. light_data.projector_rect[1] = rect.position.y;
  2882. light_data.projector_rect[2] = rect.size.width;
  2883. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2884. }
  2885. } else {
  2886. light_data.projector_rect[0] = 0;
  2887. light_data.projector_rect[1] = 0;
  2888. light_data.projector_rect[2] = 0;
  2889. light_data.projector_rect[3] = 0;
  2890. }
  2891. if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
  2892. // fill in the shadow information
  2893. light_data.shadow_enabled = true;
  2894. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2895. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2896. if (type == RS::LIGHT_SPOT) {
  2897. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2898. } else { //omni
  2899. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2900. }
  2901. light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
  2902. Vector2i omni_offset;
  2903. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2904. light_data.atlas_rect[0] = rect.position.x;
  2905. light_data.atlas_rect[1] = rect.position.y;
  2906. light_data.atlas_rect[2] = rect.size.width;
  2907. light_data.atlas_rect[3] = rect.size.height;
  2908. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2909. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2910. if (type == RS::LIGHT_OMNI) {
  2911. Transform3D proj = (inverse_transform * light_transform).inverse();
  2912. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  2913. if (size > 0.0) {
  2914. light_data.soft_shadow_size = size;
  2915. } else {
  2916. light_data.soft_shadow_size = 0.0;
  2917. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2918. }
  2919. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2920. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  2921. } else if (type == RS::LIGHT_SPOT) {
  2922. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2923. CameraMatrix bias;
  2924. bias.set_light_bias();
  2925. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2926. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  2927. if (size > 0.0) {
  2928. CameraMatrix cm = li->shadow_transform[0].camera;
  2929. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2930. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2931. } else {
  2932. light_data.soft_shadow_size = 0.0;
  2933. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2934. }
  2935. }
  2936. } else {
  2937. light_data.shadow_enabled = false;
  2938. }
  2939. li->cull_mask = storage->light_get_cull_mask(base);
  2940. if (current_cluster_builder != nullptr) {
  2941. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2942. }
  2943. r_positional_light_count++;
  2944. }
  2945. //update without barriers
  2946. if (cluster.omni_light_count) {
  2947. 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);
  2948. }
  2949. if (cluster.spot_light_count) {
  2950. 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);
  2951. }
  2952. if (r_directional_light_count) {
  2953. 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);
  2954. }
  2955. }
  2956. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2957. Transform3D uv_xform;
  2958. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2959. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2960. uint32_t decal_count = p_decals.size();
  2961. cluster.decal_count = 0;
  2962. for (uint32_t i = 0; i < decal_count; i++) {
  2963. if (cluster.decal_count == cluster.max_decals) {
  2964. break;
  2965. }
  2966. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  2967. if (!di) {
  2968. continue;
  2969. }
  2970. RID decal = di->decal;
  2971. Transform3D xform = di->transform;
  2972. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2973. if (storage->decal_is_distance_fade_enabled(decal)) {
  2974. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2975. float fade_length = storage->decal_get_distance_fade_length(decal);
  2976. if (distance > fade_begin) {
  2977. if (distance > fade_begin + fade_length) {
  2978. continue; // do not use this decal, its invisible
  2979. }
  2980. }
  2981. }
  2982. cluster.decal_sort[cluster.decal_count].instance = di;
  2983. cluster.decal_sort[cluster.decal_count].depth = distance;
  2984. cluster.decal_count++;
  2985. }
  2986. if (cluster.decal_count > 0) {
  2987. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2988. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2989. }
  2990. bool using_forward_ids = _uses_forward_ids();
  2991. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2992. DecalInstance *di = cluster.decal_sort[i].instance;
  2993. RID decal = di->decal;
  2994. if (using_forward_ids) {
  2995. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2996. }
  2997. di->cull_mask = storage->decal_get_cull_mask(decal);
  2998. Transform3D xform = di->transform;
  2999. float fade = 1.0;
  3000. if (storage->decal_is_distance_fade_enabled(decal)) {
  3001. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  3002. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  3003. float fade_length = storage->decal_get_distance_fade_length(decal);
  3004. if (distance > fade_begin) {
  3005. fade = 1.0 - (distance - fade_begin) / fade_length;
  3006. }
  3007. }
  3008. Cluster::DecalData &dd = cluster.decals[i];
  3009. Vector3 decal_extents = storage->decal_get_extents(decal);
  3010. Transform3D scale_xform;
  3011. scale_xform.basis.scale(decal_extents);
  3012. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  3013. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  3014. Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
  3015. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  3016. dd.normal[0] = normal.x;
  3017. dd.normal[1] = normal.y;
  3018. dd.normal[2] = normal.z;
  3019. dd.normal_fade = storage->decal_get_normal_fade(decal);
  3020. RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  3021. RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  3022. if (albedo_tex.is_valid()) {
  3023. Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
  3024. dd.albedo_rect[0] = rect.position.x;
  3025. dd.albedo_rect[1] = rect.position.y;
  3026. dd.albedo_rect[2] = rect.size.x;
  3027. dd.albedo_rect[3] = rect.size.y;
  3028. } else {
  3029. if (!emission_tex.is_valid()) {
  3030. continue; //no albedo, no emission, no decal.
  3031. }
  3032. dd.albedo_rect[0] = 0;
  3033. dd.albedo_rect[1] = 0;
  3034. dd.albedo_rect[2] = 0;
  3035. dd.albedo_rect[3] = 0;
  3036. }
  3037. RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  3038. if (normal_tex.is_valid()) {
  3039. Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
  3040. dd.normal_rect[0] = rect.position.x;
  3041. dd.normal_rect[1] = rect.position.y;
  3042. dd.normal_rect[2] = rect.size.x;
  3043. dd.normal_rect[3] = rect.size.y;
  3044. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  3045. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  3046. } else {
  3047. dd.normal_rect[0] = 0;
  3048. dd.normal_rect[1] = 0;
  3049. dd.normal_rect[2] = 0;
  3050. dd.normal_rect[3] = 0;
  3051. }
  3052. RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  3053. if (orm_tex.is_valid()) {
  3054. Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
  3055. dd.orm_rect[0] = rect.position.x;
  3056. dd.orm_rect[1] = rect.position.y;
  3057. dd.orm_rect[2] = rect.size.x;
  3058. dd.orm_rect[3] = rect.size.y;
  3059. } else {
  3060. dd.orm_rect[0] = 0;
  3061. dd.orm_rect[1] = 0;
  3062. dd.orm_rect[2] = 0;
  3063. dd.orm_rect[3] = 0;
  3064. }
  3065. if (emission_tex.is_valid()) {
  3066. Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
  3067. dd.emission_rect[0] = rect.position.x;
  3068. dd.emission_rect[1] = rect.position.y;
  3069. dd.emission_rect[2] = rect.size.x;
  3070. dd.emission_rect[3] = rect.size.y;
  3071. } else {
  3072. dd.emission_rect[0] = 0;
  3073. dd.emission_rect[1] = 0;
  3074. dd.emission_rect[2] = 0;
  3075. dd.emission_rect[3] = 0;
  3076. }
  3077. Color modulate = storage->decal_get_modulate(decal);
  3078. dd.modulate[0] = modulate.r;
  3079. dd.modulate[1] = modulate.g;
  3080. dd.modulate[2] = modulate.b;
  3081. dd.modulate[3] = modulate.a * fade;
  3082. dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
  3083. dd.albedo_mix = storage->decal_get_albedo_mix(decal);
  3084. dd.mask = storage->decal_get_cull_mask(decal);
  3085. dd.upper_fade = storage->decal_get_upper_fade(decal);
  3086. dd.lower_fade = storage->decal_get_lower_fade(decal);
  3087. if (current_cluster_builder != nullptr) {
  3088. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  3089. }
  3090. }
  3091. if (cluster.decal_count > 0) {
  3092. 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);
  3093. }
  3094. }
  3095. ////////////////////////////////////////////////////////////////////////////////
  3096. // FOG SHADER
  3097. void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
  3098. //compile
  3099. code = p_code;
  3100. valid = false;
  3101. ubo_size = 0;
  3102. uniforms.clear();
  3103. if (code.is_empty()) {
  3104. return; //just invalid, but no error
  3105. }
  3106. ShaderCompiler::GeneratedCode gen_code;
  3107. ShaderCompiler::IdentifierActions actions;
  3108. actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
  3109. uses_time = false;
  3110. actions.usage_flag_pointers["TIME"] = &uses_time;
  3111. actions.uniforms = &uniforms;
  3112. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  3113. Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
  3114. ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
  3115. if (version.is_null()) {
  3116. version = scene_singleton->volumetric_fog.shader.version_create();
  3117. }
  3118. scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
  3119. ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
  3120. ubo_size = gen_code.uniform_total_size;
  3121. ubo_offsets = gen_code.uniform_offsets;
  3122. texture_uniforms = gen_code.texture_uniforms;
  3123. pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
  3124. valid = true;
  3125. }
  3126. void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  3127. if (!p_texture.is_valid()) {
  3128. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  3129. default_texture_params[p_name].erase(p_index);
  3130. if (default_texture_params[p_name].is_empty()) {
  3131. default_texture_params.erase(p_name);
  3132. }
  3133. }
  3134. } else {
  3135. if (!default_texture_params.has(p_name)) {
  3136. default_texture_params[p_name] = Map<int, RID>();
  3137. }
  3138. default_texture_params[p_name][p_index] = p_texture;
  3139. }
  3140. }
  3141. void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  3142. Map<int, StringName> order;
  3143. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  3144. if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3145. continue;
  3146. }
  3147. if (E->get().texture_order >= 0) {
  3148. order[E->get().texture_order + 100000] = E->key();
  3149. } else {
  3150. order[E->get().order] = E->key();
  3151. }
  3152. }
  3153. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  3154. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  3155. pi.name = E->get();
  3156. p_param_list->push_back(pi);
  3157. }
  3158. }
  3159. void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  3160. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  3161. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3162. continue;
  3163. }
  3164. RendererStorage::InstanceShaderParam p;
  3165. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  3166. p.info.name = E->key(); //supply name
  3167. p.index = E->get().instance_index;
  3168. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().array_size, E->get().hint);
  3169. p_param_list->push_back(p);
  3170. }
  3171. }
  3172. bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
  3173. if (!uniforms.has(p_param)) {
  3174. return false;
  3175. }
  3176. return uniforms[p_param].texture_order >= 0;
  3177. }
  3178. bool RendererSceneRenderRD::FogShaderData::is_animated() const {
  3179. return false;
  3180. }
  3181. bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
  3182. return false;
  3183. }
  3184. Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
  3185. if (uniforms.has(p_parameter)) {
  3186. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  3187. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  3188. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  3189. }
  3190. return Variant();
  3191. }
  3192. RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
  3193. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  3194. return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
  3195. }
  3196. RendererSceneRenderRD::FogShaderData::FogShaderData() {
  3197. valid = false;
  3198. }
  3199. RendererSceneRenderRD::FogShaderData::~FogShaderData() {
  3200. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  3201. ERR_FAIL_COND(!scene_singleton);
  3202. //pipeline variants will clear themselves if shader is gone
  3203. if (version.is_valid()) {
  3204. scene_singleton->volumetric_fog.shader.version_free(version);
  3205. }
  3206. }
  3207. ////////////////////////////////////////////////////////////////////////////////
  3208. // Fog material
  3209. bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  3210. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  3211. uniform_set_updated = true;
  3212. return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3213. }
  3214. RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
  3215. free_parameters_uniform_set(uniform_set);
  3216. }
  3217. RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
  3218. FogShaderData *shader_data = memnew(FogShaderData);
  3219. return shader_data;
  3220. }
  3221. RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
  3222. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
  3223. };
  3224. RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
  3225. FogMaterialData *material_data = memnew(FogMaterialData);
  3226. material_data->shader_data = p_shader;
  3227. //update will happen later anyway so do nothing.
  3228. return material_data;
  3229. }
  3230. RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  3231. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
  3232. };
  3233. ////////////////////////////////////////////////////////////////////////////////
  3234. // Volumetric Fog
  3235. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  3236. ERR_FAIL_COND(!rb->volumetric_fog);
  3237. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  3238. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  3239. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  3240. RD::get_singleton()->free(rb->volumetric_fog->density_map);
  3241. RD::get_singleton()->free(rb->volumetric_fog->light_map);
  3242. RD::get_singleton()->free(rb->volumetric_fog->emissive_map);
  3243. if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3244. RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
  3245. }
  3246. if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3247. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
  3248. }
  3249. if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
  3250. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
  3251. }
  3252. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3253. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  3254. }
  3255. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  3256. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  3257. }
  3258. memdelete(rb->volumetric_fog);
  3259. rb->volumetric_fog = nullptr;
  3260. }
  3261. Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
  3262. Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
  3263. view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
  3264. Vector3 fog_position = Vector3(0, 0, 0);
  3265. view_position.y = -view_position.y;
  3266. fog_position.z = -view_position.z / fog_end;
  3267. fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
  3268. fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
  3269. fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
  3270. fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
  3271. fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
  3272. fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
  3273. fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
  3274. return Vector3i(fog_position);
  3275. }
  3276. 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, const PagedArray<RID> &p_fog_volumes) {
  3277. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  3278. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  3279. ERR_FAIL_COND(!rb);
  3280. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  3281. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  3282. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  3283. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  3284. if (rb->volumetric_fog) {
  3285. //validate
  3286. 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) {
  3287. _volumetric_fog_erase(rb);
  3288. }
  3289. }
  3290. if (!env || !env->volumetric_fog_enabled) {
  3291. //no reason to enable or update, bye
  3292. return;
  3293. }
  3294. RENDER_TIMESTAMP(">Volumetric Fog");
  3295. RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
  3296. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  3297. //required volumetric fog but not existing, create
  3298. rb->volumetric_fog = memnew(VolumetricFog);
  3299. rb->volumetric_fog->width = target_width;
  3300. rb->volumetric_fog->height = target_height;
  3301. rb->volumetric_fog->depth = volumetric_fog_depth;
  3302. RD::TextureFormat tf;
  3303. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3304. tf.width = target_width;
  3305. tf.height = target_height;
  3306. tf.depth = volumetric_fog_depth;
  3307. tf.texture_type = RD::TEXTURE_TYPE_3D;
  3308. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3309. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3310. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
  3311. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3312. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3313. RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
  3314. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3315. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  3316. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3317. RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
  3318. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3319. Vector<uint8_t> dm;
  3320. dm.resize(target_width * target_height * volumetric_fog_depth * 4);
  3321. dm.fill(0);
  3322. rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3323. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3324. rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3325. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3326. rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3327. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3328. #else
  3329. tf.format = RD::DATA_FORMAT_R32_UINT;
  3330. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3331. rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3332. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3333. RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3334. rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3335. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3336. RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3337. rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3338. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3339. RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3340. #endif
  3341. Vector<RD::Uniform> uniforms;
  3342. {
  3343. RD::Uniform u;
  3344. u.binding = 0;
  3345. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3346. u.ids.push_back(rb->volumetric_fog->fog_map);
  3347. uniforms.push_back(u);
  3348. }
  3349. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  3350. }
  3351. if (p_fog_volumes.size() > 0) {
  3352. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
  3353. RENDER_TIMESTAMP("Render Fog Volumes");
  3354. VolumetricFogShader::VolumeUBO params;
  3355. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3356. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3357. float z_near = p_cam_projection.get_z_near();
  3358. float z_far = p_cam_projection.get_z_far();
  3359. float fog_end = env->volumetric_fog_length;
  3360. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3361. Vector2 fog_near_size;
  3362. if (p_cam_projection.is_orthogonal()) {
  3363. fog_near_size = fog_far_size;
  3364. } else {
  3365. fog_near_size = Vector2();
  3366. }
  3367. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3368. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3369. params.fog_frustum_size_end[0] = fog_far_size.x;
  3370. params.fog_frustum_size_end[1] = fog_far_size.y;
  3371. params.fog_frustum_end = fog_end;
  3372. params.z_near = z_near;
  3373. params.z_far = z_far;
  3374. params.time = time;
  3375. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3376. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3377. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3378. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3379. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3380. params.detail_spread = env->volumetric_fog_detail_spread;
  3381. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3382. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3383. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3384. storage->store_transform(p_cam_transform, params.transform);
  3385. RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3386. if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3387. Vector<RD::Uniform> uniforms;
  3388. {
  3389. RD::Uniform u;
  3390. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3391. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3392. #else
  3393. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3394. #endif
  3395. u.binding = 1;
  3396. u.ids.push_back(rb->volumetric_fog->emissive_map);
  3397. uniforms.push_back(u);
  3398. }
  3399. {
  3400. RD::Uniform u;
  3401. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3402. u.binding = 2;
  3403. u.ids.push_back(volumetric_fog.volume_ubo);
  3404. uniforms.push_back(u);
  3405. }
  3406. {
  3407. RD::Uniform u;
  3408. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3409. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3410. #else
  3411. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3412. #endif
  3413. u.binding = 3;
  3414. u.ids.push_back(rb->volumetric_fog->density_map);
  3415. uniforms.push_back(u);
  3416. }
  3417. {
  3418. RD::Uniform u;
  3419. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3420. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3421. #else
  3422. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3423. #endif
  3424. u.binding = 4;
  3425. u.ids.push_back(rb->volumetric_fog->light_map);
  3426. uniforms.push_back(u);
  3427. }
  3428. rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3429. }
  3430. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3431. bool any_uses_time = false;
  3432. for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
  3433. FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
  3434. ERR_FAIL_COND(!fog_volume_instance);
  3435. RID fog_volume = fog_volume_instance->volume;
  3436. RID fog_material = storage->fog_volume_get_material(fog_volume);
  3437. FogMaterialData *material = nullptr;
  3438. if (fog_material.is_valid()) {
  3439. material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
  3440. if (!material || !material->shader_data->valid) {
  3441. material = nullptr;
  3442. }
  3443. }
  3444. if (!material) {
  3445. fog_material = volumetric_fog.default_material;
  3446. material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
  3447. }
  3448. ERR_FAIL_COND(!material);
  3449. FogShaderData *shader_data = material->shader_data;
  3450. ERR_FAIL_COND(!shader_data);
  3451. any_uses_time |= shader_data->uses_time;
  3452. Vector3i min = Vector3i();
  3453. Vector3i max = Vector3i();
  3454. Vector3i kernel_size = Vector3i();
  3455. Vector3 position = fog_volume_instance->transform.get_origin();
  3456. RS::FogVolumeShape volume_type = storage->fog_volume_get_shape(fog_volume);
  3457. Vector3 extents = storage->fog_volume_get_extents(fog_volume);
  3458. if (volume_type == RS::FOG_VOLUME_SHAPE_BOX || volume_type == RS::FOG_VOLUME_SHAPE_ELLIPSOID) {
  3459. Vector3i points[8];
  3460. points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3461. points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3462. points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3463. points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3464. points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3465. points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3466. points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3467. points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3468. min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
  3469. max = Vector3i(1, 1, 1);
  3470. for (int j = 0; j < 8; j++) {
  3471. min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
  3472. max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
  3473. }
  3474. kernel_size = max - min;
  3475. } else {
  3476. // Volume type global runs on all cells
  3477. extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3478. min = Vector3i(0, 0, 0);
  3479. kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
  3480. }
  3481. if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
  3482. continue;
  3483. }
  3484. volumetric_fog.push_constant.position[0] = position.x;
  3485. volumetric_fog.push_constant.position[1] = position.y;
  3486. volumetric_fog.push_constant.position[2] = position.z;
  3487. volumetric_fog.push_constant.extents[0] = extents.x;
  3488. volumetric_fog.push_constant.extents[1] = extents.y;
  3489. volumetric_fog.push_constant.extents[2] = extents.z;
  3490. volumetric_fog.push_constant.corner[0] = min.x;
  3491. volumetric_fog.push_constant.corner[1] = min.y;
  3492. volumetric_fog.push_constant.corner[2] = min.z;
  3493. volumetric_fog.push_constant.shape = uint32_t(storage->fog_volume_get_shape(fog_volume));
  3494. storage->store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
  3495. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
  3496. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3497. RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
  3498. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
  3499. if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
  3500. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3501. }
  3502. RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
  3503. }
  3504. if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
  3505. RenderingServerDefault::redraw_request();
  3506. }
  3507. RD::get_singleton()->draw_command_end_label();
  3508. RD::get_singleton()->compute_list_end();
  3509. }
  3510. if (rb->volumetric_fog->process_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3511. //re create uniform set if needed
  3512. Vector<RD::Uniform> uniforms;
  3513. Vector<RD::Uniform> copy_uniforms;
  3514. {
  3515. RD::Uniform u;
  3516. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3517. u.binding = 1;
  3518. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3519. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  3520. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  3521. } else {
  3522. u.ids.push_back(shadow_atlas->depth);
  3523. }
  3524. uniforms.push_back(u);
  3525. copy_uniforms.push_back(u);
  3526. }
  3527. {
  3528. RD::Uniform u;
  3529. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3530. u.binding = 2;
  3531. if (directional_shadow.depth.is_valid()) {
  3532. u.ids.push_back(directional_shadow.depth);
  3533. } else {
  3534. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  3535. }
  3536. uniforms.push_back(u);
  3537. copy_uniforms.push_back(u);
  3538. }
  3539. {
  3540. RD::Uniform u;
  3541. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3542. u.binding = 3;
  3543. u.ids.push_back(get_omni_light_buffer());
  3544. uniforms.push_back(u);
  3545. copy_uniforms.push_back(u);
  3546. }
  3547. {
  3548. RD::Uniform u;
  3549. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3550. u.binding = 4;
  3551. u.ids.push_back(get_spot_light_buffer());
  3552. uniforms.push_back(u);
  3553. copy_uniforms.push_back(u);
  3554. }
  3555. {
  3556. RD::Uniform u;
  3557. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3558. u.binding = 5;
  3559. u.ids.push_back(get_directional_light_buffer());
  3560. uniforms.push_back(u);
  3561. copy_uniforms.push_back(u);
  3562. }
  3563. {
  3564. RD::Uniform u;
  3565. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3566. u.binding = 6;
  3567. u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
  3568. uniforms.push_back(u);
  3569. copy_uniforms.push_back(u);
  3570. }
  3571. {
  3572. RD::Uniform u;
  3573. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3574. u.binding = 7;
  3575. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3576. uniforms.push_back(u);
  3577. copy_uniforms.push_back(u);
  3578. }
  3579. {
  3580. RD::Uniform u;
  3581. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3582. u.binding = 8;
  3583. u.ids.push_back(rb->volumetric_fog->light_density_map);
  3584. uniforms.push_back(u);
  3585. copy_uniforms.push_back(u);
  3586. }
  3587. {
  3588. RD::Uniform u;
  3589. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3590. u.binding = 9;
  3591. u.ids.push_back(rb->volumetric_fog->fog_map);
  3592. uniforms.push_back(u);
  3593. }
  3594. {
  3595. RD::Uniform u;
  3596. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3597. u.binding = 9;
  3598. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  3599. copy_uniforms.push_back(u);
  3600. }
  3601. {
  3602. RD::Uniform u;
  3603. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3604. u.binding = 10;
  3605. u.ids.push_back(shadow_sampler);
  3606. uniforms.push_back(u);
  3607. copy_uniforms.push_back(u);
  3608. }
  3609. {
  3610. RD::Uniform u;
  3611. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3612. u.binding = 11;
  3613. u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  3614. uniforms.push_back(u);
  3615. copy_uniforms.push_back(u);
  3616. }
  3617. {
  3618. RD::Uniform u;
  3619. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3620. u.binding = 12;
  3621. for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
  3622. u.ids.push_back(rb->gi.voxel_gi_textures[i]);
  3623. }
  3624. uniforms.push_back(u);
  3625. copy_uniforms.push_back(u);
  3626. }
  3627. {
  3628. RD::Uniform u;
  3629. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3630. u.binding = 13;
  3631. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3632. uniforms.push_back(u);
  3633. copy_uniforms.push_back(u);
  3634. }
  3635. {
  3636. RD::Uniform u;
  3637. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3638. u.binding = 14;
  3639. u.ids.push_back(volumetric_fog.params_ubo);
  3640. uniforms.push_back(u);
  3641. copy_uniforms.push_back(u);
  3642. }
  3643. {
  3644. RD::Uniform u;
  3645. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3646. u.binding = 15;
  3647. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  3648. uniforms.push_back(u);
  3649. }
  3650. {
  3651. RD::Uniform u;
  3652. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3653. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3654. #else
  3655. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3656. #endif
  3657. u.binding = 16;
  3658. u.ids.push_back(rb->volumetric_fog->density_map);
  3659. uniforms.push_back(u);
  3660. }
  3661. {
  3662. RD::Uniform u;
  3663. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3664. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3665. #else
  3666. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3667. #endif
  3668. u.binding = 17;
  3669. u.ids.push_back(rb->volumetric_fog->light_map);
  3670. uniforms.push_back(u);
  3671. }
  3672. {
  3673. RD::Uniform u;
  3674. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3675. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3676. #else
  3677. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3678. #endif
  3679. u.binding = 18;
  3680. u.ids.push_back(rb->volumetric_fog->emissive_map);
  3681. uniforms.push_back(u);
  3682. }
  3683. {
  3684. RD::Uniform u;
  3685. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3686. u.binding = 19;
  3687. RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  3688. RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
  3689. u.ids.push_back(sky_texture.is_valid() ? sky_texture : radiance_texture);
  3690. uniforms.push_back(u);
  3691. }
  3692. rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
  3693. rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
  3694. SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
  3695. rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, 0), 0);
  3696. }
  3697. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  3698. if (using_sdfgi) {
  3699. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3700. Vector<RD::Uniform> uniforms;
  3701. {
  3702. RD::Uniform u;
  3703. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3704. u.binding = 0;
  3705. u.ids.push_back(gi.sdfgi_ubo);
  3706. uniforms.push_back(u);
  3707. }
  3708. {
  3709. RD::Uniform u;
  3710. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3711. u.binding = 1;
  3712. u.ids.push_back(rb->sdfgi->ambient_texture);
  3713. uniforms.push_back(u);
  3714. }
  3715. {
  3716. RD::Uniform u;
  3717. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3718. u.binding = 2;
  3719. u.ids.push_back(rb->sdfgi->occlusion_texture);
  3720. uniforms.push_back(u);
  3721. }
  3722. rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
  3723. }
  3724. }
  3725. rb->volumetric_fog->length = env->volumetric_fog_length;
  3726. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  3727. VolumetricFogShader::ParamsUBO params;
  3728. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3729. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3730. float z_near = p_cam_projection.get_z_near();
  3731. float z_far = p_cam_projection.get_z_far();
  3732. float fog_end = env->volumetric_fog_length;
  3733. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3734. Vector2 fog_near_size;
  3735. if (p_cam_projection.is_orthogonal()) {
  3736. fog_near_size = fog_far_size;
  3737. } else {
  3738. fog_near_size = Vector2();
  3739. }
  3740. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3741. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3742. params.fog_frustum_size_end[0] = fog_far_size.x;
  3743. params.fog_frustum_size_end[1] = fog_far_size.y;
  3744. params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
  3745. params.z_far = z_far;
  3746. params.fog_frustum_end = fog_end;
  3747. Color ambient_color = env->ambient_light.to_linear();
  3748. params.ambient_color[0] = ambient_color.r;
  3749. params.ambient_color[1] = ambient_color.g;
  3750. params.ambient_color[2] = ambient_color.b;
  3751. params.sky_contribution = env->ambient_sky_contribution;
  3752. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3753. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3754. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3755. params.directional_light_count = p_directional_light_count;
  3756. Color emission = env->volumetric_fog_emission.to_linear();
  3757. params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
  3758. params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
  3759. params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
  3760. params.base_density = env->volumetric_fog_density;
  3761. Color base_scattering = env->volumetric_fog_scattering.to_linear();
  3762. params.base_scattering[0] = base_scattering.r;
  3763. params.base_scattering[1] = base_scattering.g;
  3764. params.base_scattering[2] = base_scattering.b;
  3765. params.phase_g = env->volumetric_fog_anisotropy;
  3766. params.detail_spread = env->volumetric_fog_detail_spread;
  3767. params.gi_inject = env->volumetric_fog_gi_inject;
  3768. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  3769. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  3770. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  3771. params.cam_rotation[3] = 0;
  3772. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  3773. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  3774. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  3775. params.cam_rotation[7] = 0;
  3776. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  3777. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  3778. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  3779. params.cam_rotation[11] = 0;
  3780. params.filter_axis = 0;
  3781. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  3782. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3783. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3784. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3785. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3786. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3787. {
  3788. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  3789. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  3790. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  3791. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  3792. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  3793. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
  3794. params.cluster_width = cluster_screen_width;
  3795. params.screen_size[0] = rb->width;
  3796. params.screen_size[1] = rb->height;
  3797. }
  3798. Basis sky_transform = env->sky_orientation;
  3799. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  3800. RendererStorageRD::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
  3801. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  3802. RENDER_TIMESTAMP("Render Fog");
  3803. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3804. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3805. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
  3806. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3807. if (using_sdfgi) {
  3808. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3809. }
  3810. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3811. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3812. // Copy fog to history buffer
  3813. if (env->volumetric_fog_temporal_reprojection) {
  3814. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
  3815. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
  3816. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3817. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3818. }
  3819. RD::get_singleton()->draw_command_end_label();
  3820. if (volumetric_fog_filter_active) {
  3821. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  3822. RENDER_TIMESTAMP("Filter Fog");
  3823. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3824. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3825. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3826. RD::get_singleton()->compute_list_end();
  3827. //need restart for buffer update
  3828. params.filter_axis = 1;
  3829. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  3830. compute_list = RD::get_singleton()->compute_list_begin();
  3831. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3832. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
  3833. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3834. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3835. RD::get_singleton()->draw_command_end_label();
  3836. }
  3837. RENDER_TIMESTAMP("Integrate Fog");
  3838. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  3839. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
  3840. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3841. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  3842. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  3843. RENDER_TIMESTAMP("<Volumetric Fog");
  3844. RD::get_singleton()->draw_command_end_label();
  3845. RD::get_singleton()->draw_command_end_label();
  3846. rb->volumetric_fog->prev_cam_transform = p_cam_transform;
  3847. }
  3848. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3849. if (p_render_data->render_buffers.is_valid()) {
  3850. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3851. if (rb->sdfgi != nullptr) {
  3852. return true;
  3853. }
  3854. }
  3855. return false;
  3856. }
  3857. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3858. if (p_render_data->render_buffers.is_valid()) {
  3859. if (p_use_gi) {
  3860. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3861. ERR_FAIL_COND(rb == nullptr);
  3862. if (rb->sdfgi == nullptr) {
  3863. return;
  3864. }
  3865. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  3866. rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky));
  3867. }
  3868. }
  3869. }
  3870. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3871. if (p_render_data->render_buffers.is_valid()) {
  3872. if (p_use_gi) {
  3873. RD::get_singleton()->compute_list_end();
  3874. }
  3875. }
  3876. }
  3877. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
  3878. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  3879. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  3880. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3881. ERR_FAIL_COND(rb == nullptr);
  3882. if (rb->sdfgi != nullptr) {
  3883. rb->sdfgi->store_probes();
  3884. }
  3885. }
  3886. render_state.cube_shadows.clear();
  3887. render_state.shadows.clear();
  3888. render_state.directional_shadows.clear();
  3889. Plane camera_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  3890. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  3891. {
  3892. for (int i = 0; i < render_state.render_shadow_count; i++) {
  3893. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  3894. if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  3895. render_state.directional_shadows.push_back(i);
  3896. } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3897. render_state.cube_shadows.push_back(i);
  3898. } else {
  3899. render_state.shadows.push_back(i);
  3900. }
  3901. }
  3902. //cube shadows are rendered in their own way
  3903. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  3904. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
  3905. }
  3906. if (render_state.directional_shadows.size()) {
  3907. //open the pass for directional shadows
  3908. _update_directional_shadow_atlas();
  3909. 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);
  3910. RD::get_singleton()->draw_list_end();
  3911. }
  3912. }
  3913. // Render GI
  3914. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  3915. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  3916. if (render_shadows && render_gi) {
  3917. RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
  3918. } else if (render_shadows) {
  3919. RENDER_TIMESTAMP("Render Shadows");
  3920. } else if (render_gi) {
  3921. RENDER_TIMESTAMP("Render GI");
  3922. }
  3923. //prepare shadow rendering
  3924. if (render_shadows) {
  3925. _render_shadow_begin();
  3926. //render directional shadows
  3927. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  3928. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  3929. }
  3930. //render positional shadows
  3931. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  3932. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  3933. }
  3934. _render_shadow_process();
  3935. }
  3936. //start GI
  3937. if (render_gi) {
  3938. 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);
  3939. }
  3940. //Do shadow rendering (in parallel with GI)
  3941. if (render_shadows) {
  3942. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  3943. }
  3944. if (render_gi) {
  3945. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  3946. }
  3947. if (p_render_data->render_buffers.is_valid()) {
  3948. if (p_use_ssao || p_use_ssil) {
  3949. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3950. ERR_FAIL_COND(!rb);
  3951. bool invalidate_uniform_set = false;
  3952. if (rb->ss_effects.linear_depth.is_null()) {
  3953. RD::TextureFormat tf;
  3954. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  3955. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  3956. tf.width = (rb->width + 1) / 2;
  3957. tf.height = (rb->height + 1) / 2;
  3958. tf.mipmaps = 5;
  3959. tf.array_layers = 4;
  3960. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  3961. rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3962. RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
  3963. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  3964. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
  3965. rb->ss_effects.linear_depth_slices.push_back(slice);
  3966. RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
  3967. }
  3968. invalidate_uniform_set = true;
  3969. }
  3970. storage->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
  3971. }
  3972. if (p_use_ssao) {
  3973. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
  3974. }
  3975. if (p_use_ssil) {
  3976. _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection, p_render_data->cam_transform);
  3977. }
  3978. }
  3979. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  3980. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  3981. if (current_cluster_builder) {
  3982. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  3983. }
  3984. bool using_shadows = true;
  3985. if (p_render_data->reflection_probe.is_valid()) {
  3986. if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  3987. using_shadows = false;
  3988. }
  3989. } else {
  3990. //do not render reflections when rendering a reflection probe
  3991. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  3992. }
  3993. uint32_t directional_light_count = 0;
  3994. uint32_t positional_light_count = 0;
  3995. _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);
  3996. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  3997. p_render_data->directional_light_count = directional_light_count;
  3998. if (current_cluster_builder) {
  3999. current_cluster_builder->bake_cluster();
  4000. }
  4001. if (p_render_data->render_buffers.is_valid()) {
  4002. bool directional_shadows = false;
  4003. for (uint32_t i = 0; i < directional_light_count; i++) {
  4004. if (cluster.directional_lights[i].shadow_enabled) {
  4005. directional_shadows = true;
  4006. break;
  4007. }
  4008. }
  4009. if (is_volumetric_supported()) {
  4010. _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, *p_render_data->fog_volumes);
  4011. }
  4012. }
  4013. }
  4014. 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, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  4015. // getting this here now so we can direct call a bunch of things more easily
  4016. RenderBuffers *rb = nullptr;
  4017. if (p_render_buffers.is_valid()) {
  4018. rb = render_buffers_owner.get_or_null(p_render_buffers);
  4019. ERR_FAIL_COND(!rb);
  4020. }
  4021. //assign render data
  4022. RenderDataRD render_data;
  4023. {
  4024. render_data.render_buffers = p_render_buffers;
  4025. // Our first camera is used by default
  4026. render_data.cam_transform = p_camera_data->main_transform;
  4027. render_data.cam_projection = p_camera_data->main_projection;
  4028. render_data.view_projection[0] = p_camera_data->main_projection;
  4029. render_data.cam_ortogonal = p_camera_data->is_ortogonal;
  4030. render_data.view_count = p_camera_data->view_count;
  4031. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  4032. render_data.view_projection[v] = p_camera_data->view_projection[v];
  4033. }
  4034. render_data.z_near = p_camera_data->main_projection.get_z_near();
  4035. render_data.z_far = p_camera_data->main_projection.get_z_far();
  4036. render_data.instances = &p_instances;
  4037. render_data.lights = &p_lights;
  4038. render_data.reflection_probes = &p_reflection_probes;
  4039. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  4040. render_data.decals = &p_decals;
  4041. render_data.lightmaps = &p_lightmaps;
  4042. render_data.fog_volumes = &p_fog_volumes;
  4043. render_data.environment = p_environment;
  4044. render_data.camera_effects = p_camera_effects;
  4045. render_data.shadow_atlas = p_shadow_atlas;
  4046. render_data.reflection_atlas = p_reflection_atlas;
  4047. render_data.reflection_probe = p_reflection_probe;
  4048. render_data.reflection_probe_pass = p_reflection_probe_pass;
  4049. // this should be the same for all cameras..
  4050. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  4051. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  4052. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  4053. render_data.screen_mesh_lod_threshold = 0.0;
  4054. } else {
  4055. render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  4056. }
  4057. render_state.render_shadows = p_render_shadows;
  4058. render_state.render_shadow_count = p_render_shadow_count;
  4059. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  4060. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  4061. render_state.sdfgi_update_data = p_sdfgi_update_data;
  4062. render_data.render_info = r_render_info;
  4063. }
  4064. PagedArray<RID> empty;
  4065. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  4066. render_data.lights = &empty;
  4067. render_data.reflection_probes = &empty;
  4068. render_data.voxel_gi_instances = &empty;
  4069. }
  4070. //sdfgi first
  4071. if (rb != nullptr && rb->sdfgi != nullptr) {
  4072. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  4073. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  4074. }
  4075. if (render_state.sdfgi_update_data->update_static) {
  4076. 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);
  4077. }
  4078. }
  4079. Color clear_color;
  4080. if (p_render_buffers.is_valid()) {
  4081. clear_color = storage->render_target_get_clear_request_color(rb->render_target);
  4082. } else {
  4083. clear_color = storage->get_default_clear_color();
  4084. }
  4085. //assign render indices to voxel_gi_instances
  4086. if (is_dynamic_gi_supported()) {
  4087. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  4088. RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  4089. if (voxel_gi_inst) {
  4090. voxel_gi_inst->render_index = i;
  4091. }
  4092. }
  4093. }
  4094. if (render_buffers_owner.owns(render_data.render_buffers)) {
  4095. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  4096. current_cluster_builder = rb->cluster_builder;
  4097. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  4098. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  4099. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  4100. if (!ra) {
  4101. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  4102. current_cluster_builder = nullptr;
  4103. } else {
  4104. current_cluster_builder = ra->cluster_builder;
  4105. }
  4106. } else {
  4107. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  4108. current_cluster_builder = nullptr;
  4109. }
  4110. render_state.voxel_gi_count = 0;
  4111. if (rb != nullptr && is_dynamic_gi_supported()) {
  4112. if (rb->sdfgi) {
  4113. rb->sdfgi->update_cascades();
  4114. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  4115. rb->sdfgi->update_light();
  4116. }
  4117. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  4118. }
  4119. render_state.depth_prepass_used = false;
  4120. //calls _pre_opaque_render between depth pre-pass and opaque pass
  4121. if (current_cluster_builder != nullptr) {
  4122. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  4123. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  4124. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  4125. }
  4126. _render_scene(&render_data, clear_color);
  4127. if (p_render_buffers.is_valid()) {
  4128. /*
  4129. _debug_draw_cluster(p_render_buffers);
  4130. RENDER_TIMESTAMP("Tonemap");
  4131. _render_buffers_post_process_and_tonemap(&render_data);
  4132. */
  4133. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  4134. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  4135. rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
  4136. }
  4137. }
  4138. }
  4139. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  4140. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  4141. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  4142. 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) {
  4143. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  4144. switch (dd) {
  4145. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  4146. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  4147. break;
  4148. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  4149. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  4150. break;
  4151. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  4152. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  4153. break;
  4154. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  4155. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  4156. break;
  4157. default: {
  4158. }
  4159. }
  4160. current_cluster_builder->debug(elem_type);
  4161. }
  4162. }
  4163. }
  4164. 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_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  4165. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  4166. ERR_FAIL_COND(!light_instance);
  4167. Rect2i atlas_rect;
  4168. uint32_t atlas_size;
  4169. RID atlas_fb;
  4170. bool using_dual_paraboloid = false;
  4171. bool using_dual_paraboloid_flip = false;
  4172. Vector2i dual_paraboloid_offset;
  4173. RID render_fb;
  4174. RID render_texture;
  4175. float zfar;
  4176. bool use_pancake = false;
  4177. bool render_cubemap = false;
  4178. bool finalize_cubemap = false;
  4179. bool flip_y = false;
  4180. CameraMatrix light_projection;
  4181. Transform3D light_transform;
  4182. if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  4183. //set pssm stuff
  4184. if (light_instance->last_scene_shadow_pass != scene_pass) {
  4185. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  4186. directional_shadow.current_light++;
  4187. light_instance->last_scene_shadow_pass = scene_pass;
  4188. }
  4189. use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  4190. light_projection = light_instance->shadow_transform[p_pass].camera;
  4191. light_transform = light_instance->shadow_transform[p_pass].transform;
  4192. atlas_rect = light_instance->directional_rect;
  4193. if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  4194. atlas_rect.size.width /= 2;
  4195. atlas_rect.size.height /= 2;
  4196. if (p_pass == 1) {
  4197. atlas_rect.position.x += atlas_rect.size.width;
  4198. } else if (p_pass == 2) {
  4199. atlas_rect.position.y += atlas_rect.size.height;
  4200. } else if (p_pass == 3) {
  4201. atlas_rect.position += atlas_rect.size;
  4202. }
  4203. } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  4204. atlas_rect.size.height /= 2;
  4205. if (p_pass == 0) {
  4206. } else {
  4207. atlas_rect.position.y += atlas_rect.size.height;
  4208. }
  4209. }
  4210. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  4211. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  4212. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  4213. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4214. render_fb = directional_shadow.fb;
  4215. render_texture = RID();
  4216. flip_y = true;
  4217. } else {
  4218. //set from shadow atlas
  4219. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  4220. ERR_FAIL_COND(!shadow_atlas);
  4221. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  4222. _update_shadow_atlas(shadow_atlas);
  4223. uint32_t key = shadow_atlas->shadow_owners[p_light];
  4224. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4225. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4226. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  4227. uint32_t quadrant_size = shadow_atlas->size >> 1;
  4228. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  4229. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  4230. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  4231. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4232. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4233. atlas_rect.size.width = shadow_size;
  4234. atlas_rect.size.height = shadow_size;
  4235. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4236. if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  4237. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  4238. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  4239. if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  4240. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  4241. render_fb = cubemap->side_fb[p_pass];
  4242. render_texture = cubemap->cubemap;
  4243. light_projection = light_instance->shadow_transform[p_pass].camera;
  4244. light_transform = light_instance->shadow_transform[p_pass].transform;
  4245. render_cubemap = true;
  4246. finalize_cubemap = p_pass == 5;
  4247. atlas_fb = shadow_atlas->fb;
  4248. atlas_size = shadow_atlas->size;
  4249. if (p_pass == 0) {
  4250. _render_shadow_begin();
  4251. }
  4252. } else {
  4253. atlas_rect.position.x += 1;
  4254. atlas_rect.position.y += 1;
  4255. atlas_rect.size.x -= 2;
  4256. atlas_rect.size.y -= 2;
  4257. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  4258. light_projection = light_instance->shadow_transform[0].camera;
  4259. light_transform = light_instance->shadow_transform[0].transform;
  4260. using_dual_paraboloid = true;
  4261. using_dual_paraboloid_flip = p_pass == 1;
  4262. render_fb = shadow_atlas->fb;
  4263. flip_y = true;
  4264. }
  4265. } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  4266. light_projection = light_instance->shadow_transform[0].camera;
  4267. light_transform = light_instance->shadow_transform[0].transform;
  4268. render_fb = shadow_atlas->fb;
  4269. flip_y = true;
  4270. }
  4271. }
  4272. if (render_cubemap) {
  4273. //rendering to cubemap
  4274. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  4275. if (finalize_cubemap) {
  4276. _render_shadow_process();
  4277. _render_shadow_end();
  4278. //reblit
  4279. Rect2 atlas_rect_norm = atlas_rect;
  4280. atlas_rect_norm.position /= float(atlas_size);
  4281. atlas_rect_norm.size /= float(atlas_size);
  4282. 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);
  4283. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  4284. 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);
  4285. //restore transform so it can be properly used
  4286. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  4287. }
  4288. } else {
  4289. //render shadow
  4290. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  4291. }
  4292. }
  4293. 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) {
  4294. _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
  4295. }
  4296. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  4297. ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
  4298. Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  4299. CameraMatrix cm;
  4300. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  4301. Vector3 cam_pos = p_transform.origin;
  4302. cam_pos.y += extents.y;
  4303. Transform3D cam_xform;
  4304. 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());
  4305. RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
  4306. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  4307. }
  4308. bool RendererSceneRenderRD::free(RID p_rid) {
  4309. if (render_buffers_owner.owns(p_rid)) {
  4310. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  4311. _free_render_buffer_data(rb);
  4312. memdelete(rb->data);
  4313. if (rb->sdfgi) {
  4314. rb->sdfgi->erase();
  4315. memdelete(rb->sdfgi);
  4316. rb->sdfgi = nullptr;
  4317. }
  4318. if (rb->volumetric_fog) {
  4319. _volumetric_fog_erase(rb);
  4320. }
  4321. if (rb->cluster_builder) {
  4322. memdelete(rb->cluster_builder);
  4323. }
  4324. render_buffers_owner.free(p_rid);
  4325. } else if (environment_owner.owns(p_rid)) {
  4326. //not much to delete, just free it
  4327. environment_owner.free(p_rid);
  4328. } else if (camera_effects_owner.owns(p_rid)) {
  4329. //not much to delete, just free it
  4330. camera_effects_owner.free(p_rid);
  4331. } else if (reflection_atlas_owner.owns(p_rid)) {
  4332. reflection_atlas_set_size(p_rid, 0, 0);
  4333. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  4334. if (ra->cluster_builder) {
  4335. memdelete(ra->cluster_builder);
  4336. }
  4337. reflection_atlas_owner.free(p_rid);
  4338. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  4339. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  4340. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  4341. reflection_probe_release_atlas_index(p_rid);
  4342. reflection_probe_instance_owner.free(p_rid);
  4343. } else if (decal_instance_owner.owns(p_rid)) {
  4344. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  4345. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  4346. decal_instance_owner.free(p_rid);
  4347. } else if (lightmap_instance_owner.owns(p_rid)) {
  4348. lightmap_instance_owner.free(p_rid);
  4349. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  4350. RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
  4351. if (voxel_gi->texture.is_valid()) {
  4352. RD::get_singleton()->free(voxel_gi->texture);
  4353. RD::get_singleton()->free(voxel_gi->write_buffer);
  4354. }
  4355. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  4356. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  4357. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  4358. }
  4359. gi.voxel_gi_instance_owner.free(p_rid);
  4360. } else if (sky.sky_owner.owns(p_rid)) {
  4361. sky.update_dirty_skys();
  4362. sky.free_sky(p_rid);
  4363. } else if (light_instance_owner.owns(p_rid)) {
  4364. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  4365. //remove from shadow atlases..
  4366. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
  4367. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E->get());
  4368. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  4369. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  4370. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4371. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4372. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  4373. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  4374. // Omni lights use two atlas spots, make sure to clear the other as well
  4375. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  4376. }
  4377. shadow_atlas->shadow_owners.erase(p_rid);
  4378. }
  4379. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  4380. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  4381. }
  4382. light_instance_owner.free(p_rid);
  4383. } else if (shadow_atlas_owner.owns(p_rid)) {
  4384. shadow_atlas_set_size(p_rid, 0);
  4385. shadow_atlas_owner.free(p_rid);
  4386. } else if (fog_volume_instance_owner.owns(p_rid)) {
  4387. fog_volume_instance_owner.free(p_rid);
  4388. } else {
  4389. return false;
  4390. }
  4391. return true;
  4392. }
  4393. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  4394. debug_draw = p_debug_draw;
  4395. }
  4396. void RendererSceneRenderRD::update() {
  4397. sky.update_dirty_skys();
  4398. }
  4399. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  4400. time = p_time;
  4401. time_step = p_step;
  4402. }
  4403. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  4404. screen_space_roughness_limiter = p_enable;
  4405. screen_space_roughness_limiter_amount = p_amount;
  4406. screen_space_roughness_limiter_limit = p_limit;
  4407. }
  4408. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  4409. return screen_space_roughness_limiter;
  4410. }
  4411. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  4412. return screen_space_roughness_limiter_amount;
  4413. }
  4414. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  4415. return screen_space_roughness_limiter_limit;
  4416. }
  4417. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  4418. RD::TextureFormat tf;
  4419. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  4420. tf.width = p_image_size.width; // Always 64x64
  4421. tf.height = p_image_size.height;
  4422. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4423. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4424. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4425. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4426. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  4427. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4428. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4429. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4430. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4431. 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;
  4432. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4433. Vector<RID> fb_tex;
  4434. fb_tex.push_back(albedo_alpha_tex);
  4435. fb_tex.push_back(normal_tex);
  4436. fb_tex.push_back(orm_tex);
  4437. fb_tex.push_back(emission_tex);
  4438. fb_tex.push_back(depth_write_tex);
  4439. fb_tex.push_back(depth_tex);
  4440. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  4441. //RID sampled_light;
  4442. GeometryInstance *gi = geometry_instance_create(p_base);
  4443. uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
  4444. Vector<RID> materials;
  4445. materials.resize(sc);
  4446. for (uint32_t i = 0; i < sc; i++) {
  4447. if (i < (uint32_t)p_material_overrides.size()) {
  4448. materials.write[i] = p_material_overrides[i];
  4449. }
  4450. }
  4451. geometry_instance_set_surface_materials(gi, materials);
  4452. if (cull_argument.size() == 0) {
  4453. cull_argument.push_back(nullptr);
  4454. }
  4455. cull_argument[0] = gi;
  4456. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  4457. geometry_instance_free(gi);
  4458. TypedArray<Image> ret;
  4459. {
  4460. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  4461. Ref<Image> img;
  4462. img.instantiate();
  4463. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4464. RD::get_singleton()->free(albedo_alpha_tex);
  4465. ret.push_back(img);
  4466. }
  4467. {
  4468. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  4469. Ref<Image> img;
  4470. img.instantiate();
  4471. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4472. RD::get_singleton()->free(normal_tex);
  4473. ret.push_back(img);
  4474. }
  4475. {
  4476. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  4477. Ref<Image> img;
  4478. img.instantiate();
  4479. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4480. RD::get_singleton()->free(orm_tex);
  4481. ret.push_back(img);
  4482. }
  4483. {
  4484. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  4485. Ref<Image> img;
  4486. img.instantiate();
  4487. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  4488. RD::get_singleton()->free(emission_tex);
  4489. ret.push_back(img);
  4490. }
  4491. RD::get_singleton()->free(depth_write_tex);
  4492. RD::get_singleton()->free(depth_tex);
  4493. return ret;
  4494. }
  4495. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  4496. gi.sdfgi_debug_probe_pos = p_position;
  4497. gi.sdfgi_debug_probe_dir = p_dir;
  4498. }
  4499. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  4500. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  4501. return cluster.reflection_buffer;
  4502. }
  4503. RID RendererSceneRenderRD::get_omni_light_buffer() {
  4504. return cluster.omni_light_buffer;
  4505. }
  4506. RID RendererSceneRenderRD::get_spot_light_buffer() {
  4507. return cluster.spot_light_buffer;
  4508. }
  4509. RID RendererSceneRenderRD::get_directional_light_buffer() {
  4510. return cluster.directional_light_buffer;
  4511. }
  4512. RID RendererSceneRenderRD::get_decal_buffer() {
  4513. return cluster.decal_buffer;
  4514. }
  4515. int RendererSceneRenderRD::get_max_directional_lights() const {
  4516. return cluster.max_directional_lights;
  4517. }
  4518. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  4519. // usable by default (unless low end = true)
  4520. return true;
  4521. }
  4522. bool RendererSceneRenderRD::is_clustered_enabled() const {
  4523. // used by default.
  4524. return true;
  4525. }
  4526. bool RendererSceneRenderRD::is_volumetric_supported() const {
  4527. // usable by default (unless low end = true)
  4528. return true;
  4529. }
  4530. uint32_t RendererSceneRenderRD::get_max_elements() const {
  4531. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  4532. }
  4533. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  4534. storage = p_storage;
  4535. singleton = this;
  4536. }
  4537. void RendererSceneRenderRD::init() {
  4538. max_cluster_elements = get_max_elements();
  4539. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  4540. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  4541. /* SKY SHADER */
  4542. sky.init(storage);
  4543. /* GI */
  4544. if (is_dynamic_gi_supported()) {
  4545. gi.init(storage, &sky);
  4546. }
  4547. { //decals
  4548. cluster.max_decals = max_cluster_elements;
  4549. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  4550. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  4551. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  4552. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  4553. }
  4554. { //reflections
  4555. cluster.max_reflections = max_cluster_elements;
  4556. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  4557. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  4558. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  4559. }
  4560. { //lights
  4561. cluster.max_lights = max_cluster_elements;
  4562. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  4563. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4564. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4565. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4566. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4567. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4568. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4569. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  4570. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  4571. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  4572. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  4573. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  4574. }
  4575. if (is_volumetric_supported()) {
  4576. {
  4577. // Initialize local fog shader
  4578. Vector<String> volumetric_fog_modes;
  4579. volumetric_fog_modes.push_back("");
  4580. volumetric_fog.shader.initialize(volumetric_fog_modes);
  4581. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
  4582. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
  4583. volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
  4584. }
  4585. {
  4586. ShaderCompiler::DefaultIdentifierActions actions;
  4587. actions.renames["TIME"] = "scene_params.time";
  4588. actions.renames["PI"] = _MKSTR(Math_PI);
  4589. actions.renames["TAU"] = _MKSTR(Math_TAU);
  4590. actions.renames["E"] = _MKSTR(Math_E);
  4591. actions.renames["WORLD_POSITION"] = "world.xyz";
  4592. actions.renames["OBJECT_POSITION"] = "params.position";
  4593. actions.renames["UVW"] = "uvw";
  4594. actions.renames["EXTENTS"] = "params.extents";
  4595. actions.renames["ALBEDO"] = "albedo";
  4596. actions.renames["DENSITY"] = "density";
  4597. actions.renames["EMISSION"] = "emission";
  4598. actions.renames["SDF"] = "sdf";
  4599. actions.usage_defines["SDF"] = "#define SDF_USED\n";
  4600. actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
  4601. actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
  4602. actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
  4603. actions.sampler_array_name = "material_samplers";
  4604. actions.base_texture_binding_index = 1;
  4605. actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
  4606. actions.base_uniform_string = "material.";
  4607. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  4608. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  4609. actions.global_buffer_array_variable = "global_variables.data";
  4610. volumetric_fog.compiler.initialize(actions);
  4611. }
  4612. {
  4613. // default material and shader for fog shader
  4614. volumetric_fog.default_shader = storage->shader_allocate();
  4615. storage->shader_initialize(volumetric_fog.default_shader);
  4616. storage->shader_set_code(volumetric_fog.default_shader, R"(
  4617. // Default fog shader.
  4618. shader_type fog;
  4619. void fog() {
  4620. DENSITY = 1.0;
  4621. ALBEDO = vec3(1.0);
  4622. }
  4623. )");
  4624. volumetric_fog.default_material = storage->material_allocate();
  4625. storage->material_initialize(volumetric_fog.default_material);
  4626. storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
  4627. FogMaterialData *md = (FogMaterialData *)storage->material_get_data(volumetric_fog.default_material, RendererStorageRD::SHADER_TYPE_FOG);
  4628. volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
  4629. Vector<RD::Uniform> uniforms;
  4630. {
  4631. RD::Uniform u;
  4632. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  4633. u.binding = 1;
  4634. u.ids.resize(12);
  4635. RID *ids_ptr = u.ids.ptrw();
  4636. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4637. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4638. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4639. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4640. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4641. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4642. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4643. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4644. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4645. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4646. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4647. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4648. uniforms.push_back(u);
  4649. }
  4650. {
  4651. RD::Uniform u;
  4652. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  4653. u.binding = 2;
  4654. u.ids.push_back(storage->global_variables_get_storage_buffer());
  4655. uniforms.push_back(u);
  4656. }
  4657. volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
  4658. }
  4659. {
  4660. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  4661. defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  4662. if (is_using_radiance_cubemap_array()) {
  4663. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  4664. }
  4665. Vector<String> volumetric_fog_modes;
  4666. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  4667. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  4668. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  4669. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  4670. volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
  4671. volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
  4672. volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
  4673. for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
  4674. volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
  4675. }
  4676. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  4677. }
  4678. }
  4679. {
  4680. RD::SamplerState sampler;
  4681. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  4682. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  4683. sampler.enable_compare = true;
  4684. sampler.compare_op = RD::COMPARE_OP_LESS;
  4685. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  4686. }
  4687. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  4688. 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"));
  4689. 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"));
  4690. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  4691. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  4692. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  4693. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  4694. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  4695. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  4696. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  4697. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  4698. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  4699. environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
  4700. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  4701. directional_soft_shadow_kernel = memnew_arr(float, 128);
  4702. penumbra_shadow_kernel = memnew_arr(float, 128);
  4703. soft_shadow_kernel = memnew_arr(float, 128);
  4704. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  4705. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  4706. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  4707. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  4708. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  4709. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  4710. cull_argument.set_page_pool(&cull_argument_pool);
  4711. }
  4712. RendererSceneRenderRD::~RendererSceneRenderRD() {
  4713. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  4714. RD::get_singleton()->free(E.value.cubemap);
  4715. }
  4716. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  4717. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  4718. }
  4719. if (is_dynamic_gi_supported()) {
  4720. gi.free();
  4721. }
  4722. if (is_volumetric_supported()) {
  4723. volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
  4724. RD::get_singleton()->free(volumetric_fog.volume_ubo);
  4725. RD::get_singleton()->free(volumetric_fog.params_ubo);
  4726. storage->free(volumetric_fog.default_shader);
  4727. storage->free(volumetric_fog.default_material);
  4728. }
  4729. RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  4730. sky.sky_shader.shader.version_free(md->shader_data->version);
  4731. RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
  4732. RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
  4733. memdelete_arr(sky.sky_scene_state.directional_lights);
  4734. memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
  4735. storage->free(sky.sky_shader.default_shader);
  4736. storage->free(sky.sky_shader.default_material);
  4737. storage->free(sky.sky_scene_state.fog_shader);
  4738. storage->free(sky.sky_scene_state.fog_material);
  4739. memdelete_arr(directional_penumbra_shadow_kernel);
  4740. memdelete_arr(directional_soft_shadow_kernel);
  4741. memdelete_arr(penumbra_shadow_kernel);
  4742. memdelete_arr(soft_shadow_kernel);
  4743. {
  4744. RD::get_singleton()->free(cluster.directional_light_buffer);
  4745. RD::get_singleton()->free(cluster.omni_light_buffer);
  4746. RD::get_singleton()->free(cluster.spot_light_buffer);
  4747. RD::get_singleton()->free(cluster.reflection_buffer);
  4748. RD::get_singleton()->free(cluster.decal_buffer);
  4749. memdelete_arr(cluster.directional_lights);
  4750. memdelete_arr(cluster.omni_lights);
  4751. memdelete_arr(cluster.spot_lights);
  4752. memdelete_arr(cluster.omni_light_sort);
  4753. memdelete_arr(cluster.spot_light_sort);
  4754. memdelete_arr(cluster.reflections);
  4755. memdelete_arr(cluster.reflection_sort);
  4756. memdelete_arr(cluster.decals);
  4757. memdelete_arr(cluster.decal_sort);
  4758. }
  4759. RD::get_singleton()->free(shadow_sampler);
  4760. directional_shadow_atlas_set_size(0);
  4761. cull_argument.reset(); //avoid exit error
  4762. }