renderer_scene_render_rd.cpp 214 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/rendering_server_default.h"
  35. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  36. const float golden_angle = 2.4;
  37. for (int i = 0; i < p_sample_count; i++) {
  38. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  39. float theta = float(i) * golden_angle;
  40. r_kernel[i * 4] = Math::cos(theta) * r;
  41. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  42. }
  43. }
  44. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  45. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  46. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  47. bool needs_sdfgi = env && env->sdfgi_enabled;
  48. if (!needs_sdfgi) {
  49. if (rb->sdfgi != nullptr) {
  50. //erase it
  51. rb->sdfgi->erase();
  52. memdelete(rb->sdfgi);
  53. rb->sdfgi = nullptr;
  54. }
  55. return;
  56. }
  57. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  58. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  59. if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  60. //configuration changed, erase
  61. rb->sdfgi->erase();
  62. memdelete(rb->sdfgi);
  63. rb->sdfgi = nullptr;
  64. }
  65. RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
  66. if (sdfgi == nullptr) {
  67. // re-create
  68. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  69. } else {
  70. //check for updates
  71. rb->sdfgi->update(env, p_world_position);
  72. }
  73. }
  74. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  75. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  76. ERR_FAIL_COND_V(rb == nullptr, 0);
  77. if (rb->sdfgi == nullptr) {
  78. return 0;
  79. }
  80. int dirty_count = 0;
  81. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  82. const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  83. if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
  84. dirty_count++;
  85. } else {
  86. for (int j = 0; j < 3; j++) {
  87. if (c.dirty_regions[j] != 0) {
  88. dirty_count++;
  89. }
  90. }
  91. }
  92. }
  93. return dirty_count;
  94. }
  95. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  96. AABB bounds;
  97. Vector3i from;
  98. Vector3i size;
  99. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  100. ERR_FAIL_COND_V(rb == nullptr, AABB());
  101. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  102. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  103. ERR_FAIL_COND_V(c == -1, AABB());
  104. return bounds;
  105. }
  106. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  107. AABB bounds;
  108. Vector3i from;
  109. Vector3i size;
  110. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  111. ERR_FAIL_COND_V(rb == nullptr, -1);
  112. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  113. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  114. }
  115. RID RendererSceneRenderRD::sky_allocate() {
  116. return sky.allocate_sky_rid();
  117. }
  118. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  119. sky.initialize_sky_rid(p_rid);
  120. }
  121. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  122. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  123. }
  124. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  125. sky.sky_set_mode(p_sky, p_mode);
  126. }
  127. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  128. sky.sky_set_material(p_sky, p_material);
  129. }
  130. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  131. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  132. }
  133. RID RendererSceneRenderRD::environment_allocate() {
  134. return environment_owner.allocate_rid();
  135. }
  136. void RendererSceneRenderRD::environment_initialize(RID p_rid) {
  137. environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
  138. }
  139. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  140. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  141. ERR_FAIL_COND(!env);
  142. env->background = p_bg;
  143. }
  144. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  145. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  146. ERR_FAIL_COND(!env);
  147. env->sky = p_sky;
  148. }
  149. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  150. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  151. ERR_FAIL_COND(!env);
  152. env->sky_custom_fov = p_scale;
  153. }
  154. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  155. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  156. ERR_FAIL_COND(!env);
  157. env->sky_orientation = p_orientation;
  158. }
  159. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  160. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  161. ERR_FAIL_COND(!env);
  162. env->bg_color = p_color;
  163. }
  164. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  165. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  166. ERR_FAIL_COND(!env);
  167. env->bg_energy = p_energy;
  168. }
  169. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  170. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  171. ERR_FAIL_COND(!env);
  172. env->canvas_max_layer = p_max_layer;
  173. }
  174. void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
  175. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  176. ERR_FAIL_COND(!env);
  177. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source);
  178. }
  179. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  180. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  181. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  182. return env->background;
  183. }
  184. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  185. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  186. ERR_FAIL_COND_V(!env, RID());
  187. return env->sky;
  188. }
  189. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  190. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  191. ERR_FAIL_COND_V(!env, 0);
  192. return env->sky_custom_fov;
  193. }
  194. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  195. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  196. ERR_FAIL_COND_V(!env, Basis());
  197. return env->sky_orientation;
  198. }
  199. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  200. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  201. ERR_FAIL_COND_V(!env, Color());
  202. return env->bg_color;
  203. }
  204. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  205. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  206. ERR_FAIL_COND_V(!env, 0);
  207. return env->bg_energy;
  208. }
  209. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  210. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  211. ERR_FAIL_COND_V(!env, 0);
  212. return env->canvas_max_layer;
  213. }
  214. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  215. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  216. ERR_FAIL_COND_V(!env, Color());
  217. return env->ambient_light;
  218. }
  219. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  220. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  221. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  222. return env->ambient_source;
  223. }
  224. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  225. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  226. ERR_FAIL_COND_V(!env, 0);
  227. return env->ambient_light_energy;
  228. }
  229. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  230. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  231. ERR_FAIL_COND_V(!env, 0);
  232. return env->ambient_sky_contribution;
  233. }
  234. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  235. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  236. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  237. return env->reflection_source;
  238. }
  239. void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
  240. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  241. ERR_FAIL_COND(!env);
  242. env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
  243. }
  244. void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
  245. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  246. ERR_FAIL_COND(!env);
  247. env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap);
  248. }
  249. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  250. glow_bicubic_upscale = p_enable;
  251. }
  252. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  253. glow_high_quality = p_enable;
  254. }
  255. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  256. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  257. ERR_FAIL_COND(!env);
  258. if (!is_dynamic_gi_supported()) {
  259. return;
  260. }
  261. env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
  262. }
  263. void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
  264. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  265. ERR_FAIL_COND(!env);
  266. env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective);
  267. }
  268. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  269. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  270. ERR_FAIL_COND_V(!env, false);
  271. return env->fog_enabled;
  272. }
  273. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  274. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  275. ERR_FAIL_COND_V(!env, Color());
  276. return env->fog_light_color;
  277. }
  278. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  279. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  280. ERR_FAIL_COND_V(!env, 0);
  281. return env->fog_light_energy;
  282. }
  283. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  284. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  285. ERR_FAIL_COND_V(!env, 0);
  286. return env->fog_sun_scatter;
  287. }
  288. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  289. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  290. ERR_FAIL_COND_V(!env, 0);
  291. return env->fog_density;
  292. }
  293. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  294. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  295. ERR_FAIL_COND_V(!env, 0);
  296. return env->fog_height;
  297. }
  298. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  299. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  300. ERR_FAIL_COND_V(!env, 0);
  301. return env->fog_height_density;
  302. }
  303. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  304. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  305. ERR_FAIL_COND_V(!env, 0);
  306. return env->fog_aerial_perspective;
  307. }
  308. void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_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. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  357. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  358. ERR_FAIL_COND_V(!env, false);
  359. return env->ssao_enabled;
  360. }
  361. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  362. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  363. ERR_FAIL_COND_V(!env, 0.0);
  364. return env->ssao_ao_channel_affect;
  365. }
  366. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  367. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  368. ERR_FAIL_COND_V(!env, 0.0);
  369. return env->ssao_direct_light_affect;
  370. }
  371. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  372. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  373. ERR_FAIL_COND_V(!env, false);
  374. return env->ssr_enabled;
  375. }
  376. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  377. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  378. ERR_FAIL_COND_V(!env, false);
  379. return env->sdfgi_enabled;
  380. }
  381. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  382. return environment_owner.owns(p_env);
  383. }
  384. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  385. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  386. ERR_FAIL_COND_V(!env, Ref<Image>());
  387. if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
  388. return Ref<Image>(); //nothing to bake
  389. }
  390. if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
  391. Color color;
  392. if (env->background == RS::ENV_BG_CLEAR_COLOR) {
  393. color = storage->get_default_clear_color();
  394. } else {
  395. color = env->bg_color;
  396. }
  397. color.r *= env->bg_energy;
  398. color.g *= env->bg_energy;
  399. color.b *= env->bg_energy;
  400. Ref<Image> ret;
  401. ret.instantiate();
  402. ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  403. for (int i = 0; i < p_size.width; i++) {
  404. for (int j = 0; j < p_size.height; j++) {
  405. ret->set_pixel(i, j, color);
  406. }
  407. }
  408. return ret;
  409. }
  410. if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
  411. return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  412. }
  413. return Ref<Image>();
  414. }
  415. ////////////////////////////////////////////////////////////
  416. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  417. FogVolumeInstance fvi;
  418. fvi.volume = p_fog_volume;
  419. return fog_volume_instance_owner.make_rid(fvi);
  420. }
  421. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  422. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  423. ERR_FAIL_COND(!fvi);
  424. fvi->transform = p_transform;
  425. }
  426. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  427. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  428. ERR_FAIL_COND(!fvi);
  429. fvi->active = p_active;
  430. }
  431. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  432. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  433. ERR_FAIL_COND_V(!fvi, RID());
  434. return fvi->volume;
  435. }
  436. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  437. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  438. ERR_FAIL_COND_V(!fvi, Vector3());
  439. return fvi->transform.get_origin();
  440. }
  441. ////////////////////////////////////////////////////////////
  442. RID RendererSceneRenderRD::reflection_atlas_create() {
  443. ReflectionAtlas ra;
  444. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  445. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  446. if (is_clustered_enabled()) {
  447. ra.cluster_builder = memnew(ClusterBuilderRD);
  448. ra.cluster_builder->set_shared(&cluster_builder_shared);
  449. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  450. } else {
  451. ra.cluster_builder = nullptr;
  452. }
  453. return reflection_atlas_owner.make_rid(ra);
  454. }
  455. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  456. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  457. ERR_FAIL_COND(!ra);
  458. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  459. return; //no changes
  460. }
  461. if (ra->cluster_builder) {
  462. // only if we're using our cluster
  463. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  464. }
  465. ra->size = p_reflection_size;
  466. ra->count = p_reflection_count;
  467. if (ra->reflection.is_valid()) {
  468. //clear and invalidate everything
  469. RD::get_singleton()->free(ra->reflection);
  470. ra->reflection = RID();
  471. RD::get_singleton()->free(ra->depth_buffer);
  472. ra->depth_buffer = RID();
  473. for (int i = 0; i < ra->reflections.size(); i++) {
  474. ra->reflections.write[i].data.clear_reflection_data();
  475. if (ra->reflections[i].owner.is_null()) {
  476. continue;
  477. }
  478. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  479. //rp->atlasindex clear
  480. }
  481. ra->reflections.clear();
  482. }
  483. }
  484. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  485. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  486. ERR_FAIL_COND_V(!ra, 0);
  487. return ra->size;
  488. }
  489. ////////////////////////
  490. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  491. ReflectionProbeInstance rpi;
  492. rpi.probe = p_probe;
  493. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  494. return reflection_probe_instance_owner.make_rid(rpi);
  495. }
  496. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  497. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  498. ERR_FAIL_COND(!rpi);
  499. rpi->transform = p_transform;
  500. rpi->dirty = true;
  501. }
  502. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  503. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  504. ERR_FAIL_COND(!rpi);
  505. if (rpi->atlas.is_null()) {
  506. return; //nothing to release
  507. }
  508. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  509. ERR_FAIL_COND(!atlas);
  510. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  511. atlas->reflections.write[rpi->atlas_index].owner = RID();
  512. rpi->atlas_index = -1;
  513. rpi->atlas = RID();
  514. }
  515. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  516. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  517. ERR_FAIL_COND_V(!rpi, false);
  518. if (rpi->rendering) {
  519. return false;
  520. }
  521. if (rpi->dirty) {
  522. return true;
  523. }
  524. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  525. return true;
  526. }
  527. return rpi->atlas_index == -1;
  528. }
  529. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  530. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  531. ERR_FAIL_COND_V(!rpi, false);
  532. return rpi->atlas.is_valid();
  533. }
  534. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  535. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
  536. ERR_FAIL_COND_V(!atlas, false);
  537. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  538. ERR_FAIL_COND_V(!rpi, false);
  539. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  540. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  541. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  542. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  543. }
  544. 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) {
  545. // Invalidate reflection atlas, need to regenerate
  546. RD::get_singleton()->free(atlas->reflection);
  547. atlas->reflection = RID();
  548. for (int i = 0; i < atlas->reflections.size(); i++) {
  549. if (atlas->reflections[i].owner.is_null()) {
  550. continue;
  551. }
  552. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  553. }
  554. atlas->reflections.clear();
  555. }
  556. if (atlas->reflection.is_null()) {
  557. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  558. mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  559. {
  560. //reflection atlas was unused, create:
  561. RD::TextureFormat tf;
  562. tf.array_layers = 6 * atlas->count;
  563. tf.format = _render_buffers_get_color_format();
  564. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  565. tf.mipmaps = mipmaps;
  566. tf.width = atlas->size;
  567. tf.height = atlas->size;
  568. 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);
  569. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  570. }
  571. {
  572. RD::TextureFormat tf;
  573. 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;
  574. tf.width = atlas->size;
  575. tf.height = atlas->size;
  576. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  577. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  578. }
  579. atlas->reflections.resize(atlas->count);
  580. for (int i = 0; i < atlas->count; i++) {
  581. 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());
  582. for (int j = 0; j < 6; j++) {
  583. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  584. }
  585. }
  586. Vector<RID> fb;
  587. fb.push_back(atlas->depth_buffer);
  588. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  589. }
  590. if (rpi->atlas_index == -1) {
  591. for (int i = 0; i < atlas->reflections.size(); i++) {
  592. if (atlas->reflections[i].owner.is_null()) {
  593. rpi->atlas_index = i;
  594. break;
  595. }
  596. }
  597. //find the one used last
  598. if (rpi->atlas_index == -1) {
  599. //everything is in use, find the one least used via LRU
  600. uint64_t pass_min = 0;
  601. for (int i = 0; i < atlas->reflections.size(); i++) {
  602. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
  603. if (rpi2->last_pass < pass_min) {
  604. pass_min = rpi2->last_pass;
  605. rpi->atlas_index = i;
  606. }
  607. }
  608. }
  609. }
  610. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  611. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  612. }
  613. rpi->atlas = p_reflection_atlas;
  614. rpi->rendering = true;
  615. rpi->dirty = false;
  616. rpi->processing_layer = 1;
  617. rpi->processing_side = 0;
  618. RD::get_singleton()->draw_command_end_label();
  619. return true;
  620. }
  621. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  622. Vector<RID> fb;
  623. fb.push_back(p_color);
  624. fb.push_back(p_depth);
  625. return RD::get_singleton()->framebuffer_create(fb);
  626. }
  627. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  628. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  629. ERR_FAIL_COND_V(!rpi, false);
  630. ERR_FAIL_COND_V(!rpi->rendering, false);
  631. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  632. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  633. if (!atlas || rpi->atlas_index == -1) {
  634. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  635. rpi->rendering = false;
  636. return false;
  637. }
  638. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  639. // Using real time reflections, all roughness is done in one step
  640. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
  641. rpi->rendering = false;
  642. rpi->processing_side = 0;
  643. rpi->processing_layer = 1;
  644. return true;
  645. }
  646. if (rpi->processing_layer > 1) {
  647. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  648. rpi->processing_layer++;
  649. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  650. rpi->rendering = false;
  651. rpi->processing_side = 0;
  652. rpi->processing_layer = 1;
  653. return true;
  654. }
  655. return false;
  656. } else {
  657. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  658. }
  659. rpi->processing_side++;
  660. if (rpi->processing_side == 6) {
  661. rpi->processing_side = 0;
  662. rpi->processing_layer++;
  663. }
  664. return false;
  665. }
  666. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  667. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  668. ERR_FAIL_COND_V(!rpi, 0);
  669. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  670. ERR_FAIL_COND_V(!atlas, 0);
  671. return atlas->size;
  672. }
  673. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  674. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  675. ERR_FAIL_COND_V(!rpi, RID());
  676. ERR_FAIL_INDEX_V(p_index, 6, RID());
  677. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  678. ERR_FAIL_COND_V(!atlas, RID());
  679. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  680. }
  681. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  682. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  683. ERR_FAIL_COND_V(!rpi, RID());
  684. ERR_FAIL_INDEX_V(p_index, 6, RID());
  685. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  686. ERR_FAIL_COND_V(!atlas, RID());
  687. return atlas->depth_fb;
  688. }
  689. ///////////////////////////////////////////////////////////
  690. RID RendererSceneRenderRD::shadow_atlas_create() {
  691. return shadow_atlas_owner.make_rid(ShadowAtlas());
  692. }
  693. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  694. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  695. RD::TextureFormat tf;
  696. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  697. tf.width = shadow_atlas->size;
  698. tf.height = shadow_atlas->size;
  699. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  700. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  701. Vector<RID> fb_tex;
  702. fb_tex.push_back(shadow_atlas->depth);
  703. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  704. }
  705. }
  706. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  707. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  708. ERR_FAIL_COND(!shadow_atlas);
  709. ERR_FAIL_COND(p_size < 0);
  710. p_size = next_power_of_2(p_size);
  711. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  712. return;
  713. }
  714. // erasing atlas
  715. if (shadow_atlas->depth.is_valid()) {
  716. RD::get_singleton()->free(shadow_atlas->depth);
  717. shadow_atlas->depth = RID();
  718. }
  719. for (int i = 0; i < 4; i++) {
  720. //clear subdivisions
  721. shadow_atlas->quadrants[i].shadows.resize(0);
  722. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  723. }
  724. //erase shadow atlas reference from lights
  725. for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
  726. LightInstance *li = light_instance_owner.get_or_null(E.key);
  727. ERR_CONTINUE(!li);
  728. li->shadow_atlases.erase(p_atlas);
  729. }
  730. //clear owners
  731. shadow_atlas->shadow_owners.clear();
  732. shadow_atlas->size = p_size;
  733. shadow_atlas->use_16_bits = p_16_bits;
  734. }
  735. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  736. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  737. ERR_FAIL_COND(!shadow_atlas);
  738. ERR_FAIL_INDEX(p_quadrant, 4);
  739. ERR_FAIL_INDEX(p_subdivision, 16384);
  740. uint32_t subdiv = next_power_of_2(p_subdivision);
  741. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  742. subdiv <<= 1;
  743. }
  744. subdiv = int(Math::sqrt((float)subdiv));
  745. //obtain the number that will be x*x
  746. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  747. return;
  748. }
  749. //erase all data from quadrant
  750. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  751. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  752. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  753. LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  754. ERR_CONTINUE(!li);
  755. li->shadow_atlases.erase(p_atlas);
  756. }
  757. }
  758. shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
  759. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  760. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  761. //cache the smallest subdiv (for faster allocation in light update)
  762. shadow_atlas->smallest_subdiv = 1 << 30;
  763. for (int i = 0; i < 4; i++) {
  764. if (shadow_atlas->quadrants[i].subdivision) {
  765. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  766. }
  767. }
  768. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  769. shadow_atlas->smallest_subdiv = 0;
  770. }
  771. //resort the size orders, simple bublesort for 4 elements..
  772. int swaps = 0;
  773. do {
  774. swaps = 0;
  775. for (int i = 0; i < 3; i++) {
  776. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  777. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  778. swaps++;
  779. }
  780. }
  781. } while (swaps > 0);
  782. }
  783. 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) {
  784. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  785. int qidx = p_in_quadrants[i];
  786. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  787. return false;
  788. }
  789. //look for an empty space
  790. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  791. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  792. int found_free_idx = -1; //found a free one
  793. int found_used_idx = -1; //found existing one, must steal it
  794. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  795. for (int j = 0; j < sc; j++) {
  796. if (!sarr[j].owner.is_valid()) {
  797. found_free_idx = j;
  798. break;
  799. }
  800. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  801. ERR_CONTINUE(!sli);
  802. if (sli->last_scene_pass != scene_pass) {
  803. //was just allocated, don't kill it so soon, wait a bit..
  804. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  805. continue;
  806. }
  807. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  808. found_used_idx = j;
  809. min_pass = sli->last_scene_pass;
  810. }
  811. }
  812. }
  813. if (found_free_idx == -1 && found_used_idx == -1) {
  814. continue; //nothing found
  815. }
  816. if (found_free_idx == -1 && found_used_idx != -1) {
  817. found_free_idx = found_used_idx;
  818. }
  819. r_quadrant = qidx;
  820. r_shadow = found_free_idx;
  821. return true;
  822. }
  823. return false;
  824. }
  825. 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) {
  826. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  827. int qidx = p_in_quadrants[i];
  828. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  829. return false;
  830. }
  831. //look for an empty space
  832. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  833. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  834. int found_idx = -1;
  835. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  836. for (int j = 0; j < sc - 1; j++) {
  837. uint64_t pass = 0;
  838. if (sarr[j].owner.is_valid()) {
  839. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  840. ERR_CONTINUE(!sli);
  841. if (sli->last_scene_pass == scene_pass) {
  842. continue;
  843. }
  844. //was just allocated, don't kill it so soon, wait a bit..
  845. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  846. continue;
  847. }
  848. pass += sli->last_scene_pass;
  849. }
  850. if (sarr[j + 1].owner.is_valid()) {
  851. LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
  852. ERR_CONTINUE(!sli);
  853. if (sli->last_scene_pass == scene_pass) {
  854. continue;
  855. }
  856. //was just allocated, don't kill it so soon, wait a bit..
  857. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  858. continue;
  859. }
  860. pass += sli->last_scene_pass;
  861. }
  862. if (found_idx == -1 || pass < min_pass) {
  863. found_idx = j;
  864. min_pass = pass;
  865. // we found two empty spots, no need to check the rest
  866. if (pass == 0) {
  867. break;
  868. }
  869. }
  870. }
  871. if (found_idx == -1) {
  872. continue; //nothing found
  873. }
  874. r_quadrant = qidx;
  875. r_shadow = found_idx;
  876. return true;
  877. }
  878. return false;
  879. }
  880. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
  881. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  882. ERR_FAIL_COND_V(!shadow_atlas, false);
  883. LightInstance *li = light_instance_owner.get_or_null(p_light_intance);
  884. ERR_FAIL_COND_V(!li, false);
  885. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  886. return false;
  887. }
  888. uint32_t quad_size = shadow_atlas->size >> 1;
  889. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  890. int valid_quadrants[4];
  891. int valid_quadrant_count = 0;
  892. int best_size = -1; //best size found
  893. int best_subdiv = -1; //subdiv for the best size
  894. //find the quadrants this fits into, and the best possible size it can fit into
  895. for (int i = 0; i < 4; i++) {
  896. int q = shadow_atlas->size_order[i];
  897. int sd = shadow_atlas->quadrants[q].subdivision;
  898. if (sd == 0) {
  899. continue; //unused
  900. }
  901. int max_fit = quad_size / sd;
  902. if (best_size != -1 && max_fit > best_size) {
  903. break; //too large
  904. }
  905. valid_quadrants[valid_quadrant_count++] = q;
  906. best_subdiv = sd;
  907. if (max_fit >= desired_fit) {
  908. best_size = max_fit;
  909. }
  910. }
  911. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  912. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  913. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  914. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  915. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  916. int old_subdivision = -1;
  917. bool should_realloc = false;
  918. bool should_redraw = false;
  919. if (shadow_atlas->shadow_owners.has(p_light_intance)) {
  920. old_key = shadow_atlas->shadow_owners[p_light_intance];
  921. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  922. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  923. 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);
  924. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  925. if (!should_realloc) {
  926. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  927. //already existing, see if it should redraw or it's just OK
  928. return should_redraw;
  929. }
  930. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  931. }
  932. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  933. bool found_shadow = false;
  934. int new_quadrant = -1;
  935. int new_shadow = -1;
  936. if (is_omni) {
  937. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  938. } else {
  939. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  940. }
  941. if (found_shadow) {
  942. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  943. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  944. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  945. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  946. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  947. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  948. }
  949. }
  950. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  951. new_key |= new_shadow;
  952. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  953. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  954. sh->owner = p_light_intance;
  955. sh->alloc_tick = tick;
  956. sh->version = p_light_version;
  957. if (is_omni) {
  958. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  959. int new_omni_shadow = new_shadow + 1;
  960. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  961. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  962. extra_sh->owner = p_light_intance;
  963. extra_sh->alloc_tick = tick;
  964. extra_sh->version = p_light_version;
  965. }
  966. li->shadow_atlases.insert(p_atlas);
  967. //update it in map
  968. shadow_atlas->shadow_owners[p_light_intance] = new_key;
  969. //make it dirty, as it should redraw anyway
  970. return true;
  971. }
  972. return should_redraw;
  973. }
  974. 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) {
  975. if (p_shadow->owner.is_valid()) {
  976. LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
  977. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  978. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  979. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  980. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  981. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  982. omni_shadow->version = 0;
  983. omni_shadow->owner = RID();
  984. }
  985. p_shadow->version = 0;
  986. p_shadow->owner = RID();
  987. sli->shadow_atlases.erase(p_atlas);
  988. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  989. }
  990. }
  991. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  992. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  993. RD::TextureFormat tf;
  994. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  995. tf.width = directional_shadow.size;
  996. tf.height = directional_shadow.size;
  997. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  998. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  999. Vector<RID> fb_tex;
  1000. fb_tex.push_back(directional_shadow.depth);
  1001. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1002. }
  1003. }
  1004. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  1005. p_size = nearest_power_of_2_templated(p_size);
  1006. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  1007. return;
  1008. }
  1009. directional_shadow.size = p_size;
  1010. directional_shadow.use_16_bits = p_16_bits;
  1011. if (directional_shadow.depth.is_valid()) {
  1012. RD::get_singleton()->free(directional_shadow.depth);
  1013. directional_shadow.depth = RID();
  1014. _base_uniforms_changed();
  1015. }
  1016. }
  1017. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  1018. directional_shadow.light_count = p_count;
  1019. directional_shadow.current_light = 0;
  1020. }
  1021. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  1022. int split_h = 1;
  1023. int split_v = 1;
  1024. while (split_h * split_v < p_shadow_count) {
  1025. if (split_h == split_v) {
  1026. split_h <<= 1;
  1027. } else {
  1028. split_v <<= 1;
  1029. }
  1030. }
  1031. Rect2i rect(0, 0, p_size, p_size);
  1032. rect.size.width /= split_h;
  1033. rect.size.height /= split_v;
  1034. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  1035. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  1036. return rect;
  1037. }
  1038. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  1039. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  1040. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  1041. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
  1042. ERR_FAIL_COND_V(!light_instance, 0);
  1043. switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
  1044. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1045. break; //none
  1046. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1047. r.size.height /= 2;
  1048. break;
  1049. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1050. r.size /= 2;
  1051. break;
  1052. }
  1053. return MAX(r.size.width, r.size.height);
  1054. }
  1055. //////////////////////////////////////////////////
  1056. RID RendererSceneRenderRD::camera_effects_allocate() {
  1057. return camera_effects_owner.allocate_rid();
  1058. }
  1059. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  1060. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  1061. }
  1062. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  1063. dof_blur_quality = p_quality;
  1064. dof_blur_use_jitter = p_use_jitter;
  1065. }
  1066. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  1067. dof_blur_bokeh_shape = p_shape;
  1068. }
  1069. 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) {
  1070. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1071. ERR_FAIL_COND(!camfx);
  1072. camfx->dof_blur_far_enabled = p_far_enable;
  1073. camfx->dof_blur_far_distance = p_far_distance;
  1074. camfx->dof_blur_far_transition = p_far_transition;
  1075. camfx->dof_blur_near_enabled = p_near_enable;
  1076. camfx->dof_blur_near_distance = p_near_distance;
  1077. camfx->dof_blur_near_transition = p_near_transition;
  1078. camfx->dof_blur_amount = p_amount;
  1079. }
  1080. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  1081. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1082. ERR_FAIL_COND(!camfx);
  1083. camfx->override_exposure_enabled = p_enable;
  1084. camfx->override_exposure = p_exposure;
  1085. }
  1086. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  1087. RID li = light_instance_owner.make_rid(LightInstance());
  1088. LightInstance *light_instance = light_instance_owner.get_or_null(li);
  1089. light_instance->self = li;
  1090. light_instance->light = p_light;
  1091. light_instance->light_type = storage->light_get_type(p_light);
  1092. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1093. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1094. }
  1095. return li;
  1096. }
  1097. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1098. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1099. ERR_FAIL_COND(!light_instance);
  1100. light_instance->transform = p_transform;
  1101. }
  1102. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1103. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1104. ERR_FAIL_COND(!light_instance);
  1105. light_instance->aabb = p_aabb;
  1106. }
  1107. 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) {
  1108. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1109. ERR_FAIL_COND(!light_instance);
  1110. ERR_FAIL_INDEX(p_pass, 6);
  1111. light_instance->shadow_transform[p_pass].camera = p_projection;
  1112. light_instance->shadow_transform[p_pass].transform = p_transform;
  1113. light_instance->shadow_transform[p_pass].farplane = p_far;
  1114. light_instance->shadow_transform[p_pass].split = p_split;
  1115. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1116. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1117. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1118. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1119. }
  1120. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1121. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1122. ERR_FAIL_COND(!light_instance);
  1123. light_instance->last_scene_pass = scene_pass;
  1124. }
  1125. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1126. if (!shadow_cubemaps.has(p_size)) {
  1127. ShadowCubemap sc;
  1128. {
  1129. RD::TextureFormat tf;
  1130. 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;
  1131. tf.width = p_size;
  1132. tf.height = p_size;
  1133. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1134. tf.array_layers = 6;
  1135. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1136. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1137. }
  1138. for (int i = 0; i < 6; i++) {
  1139. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1140. Vector<RID> fbtex;
  1141. fbtex.push_back(side_texture);
  1142. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1143. }
  1144. shadow_cubemaps[p_size] = sc;
  1145. }
  1146. return &shadow_cubemaps[p_size];
  1147. }
  1148. //////////////////////////
  1149. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1150. DecalInstance di;
  1151. di.decal = p_decal;
  1152. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1153. return decal_instance_owner.make_rid(di);
  1154. }
  1155. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1156. DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
  1157. ERR_FAIL_COND(!di);
  1158. di->transform = p_transform;
  1159. }
  1160. /////////////////////////////////
  1161. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1162. LightmapInstance li;
  1163. li.lightmap = p_lightmap;
  1164. return lightmap_instance_owner.make_rid(li);
  1165. }
  1166. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1167. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
  1168. ERR_FAIL_COND(!li);
  1169. li->transform = p_transform;
  1170. }
  1171. /////////////////////////////////
  1172. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1173. return gi.voxel_gi_instance_create(p_base);
  1174. }
  1175. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1176. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1177. }
  1178. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1179. if (!is_dynamic_gi_supported()) {
  1180. return false;
  1181. }
  1182. return gi.voxel_gi_needs_update(p_probe);
  1183. }
  1184. 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) {
  1185. if (!is_dynamic_gi_supported()) {
  1186. return;
  1187. }
  1188. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1189. }
  1190. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  1191. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1192. ERR_FAIL_COND(!rb);
  1193. if (!rb->sdfgi) {
  1194. return; //nothing to debug
  1195. }
  1196. rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
  1197. }
  1198. ////////////////////////////////
  1199. RID RendererSceneRenderRD::render_buffers_create() {
  1200. RenderBuffers rb;
  1201. rb.data = _create_render_buffer_data();
  1202. return render_buffers_owner.make_rid(rb);
  1203. }
  1204. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1205. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1206. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1207. // TODO make sure texture_create_shared_from_slice works for multiview
  1208. RD::TextureFormat tf;
  1209. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1210. tf.width = rb->width;
  1211. tf.height = rb->height;
  1212. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1213. tf.array_layers = rb->view_count;
  1214. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1215. if (_render_buffers_can_be_storage()) {
  1216. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1217. } else {
  1218. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1219. }
  1220. tf.mipmaps = mipmaps_required;
  1221. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1222. //the second one is smaller (only used for separatable part of blur)
  1223. tf.width >>= 1;
  1224. tf.height >>= 1;
  1225. tf.mipmaps--;
  1226. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1227. int base_width = rb->width;
  1228. int base_height = rb->height;
  1229. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1230. RenderBuffers::Blur::Mipmap mm;
  1231. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
  1232. mm.width = base_width;
  1233. mm.height = base_height;
  1234. if (!_render_buffers_can_be_storage()) {
  1235. Vector<RID> fb;
  1236. fb.push_back(mm.texture);
  1237. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1238. }
  1239. if (!_render_buffers_can_be_storage()) {
  1240. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1241. tf.width = MAX(1, base_width >> 1);
  1242. tf.height = base_height;
  1243. tf.mipmaps = 1; // 1 or 0?
  1244. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1245. Vector<RID> half_fb;
  1246. half_fb.push_back(mm.half_texture);
  1247. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1248. }
  1249. rb->blur[0].mipmaps.push_back(mm);
  1250. if (i > 0) {
  1251. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
  1252. if (!_render_buffers_can_be_storage()) {
  1253. Vector<RID> fb;
  1254. fb.push_back(mm.texture);
  1255. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1256. // We can re-use the half texture here as it is an intermediate result
  1257. }
  1258. rb->blur[1].mipmaps.push_back(mm);
  1259. }
  1260. base_width = MAX(1, base_width >> 1);
  1261. base_height = MAX(1, base_height >> 1);
  1262. }
  1263. if (!_render_buffers_can_be_storage()) {
  1264. // create 4 weight textures, 2 full size, 2 half size
  1265. 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
  1266. tf.width = rb->width;
  1267. tf.height = rb->height;
  1268. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1269. tf.array_layers = rb->view_count;
  1270. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1271. tf.mipmaps = 1;
  1272. for (uint32_t i = 0; i < 4; i++) {
  1273. // associated blur texture
  1274. RID texture;
  1275. if (i == 0) {
  1276. texture = rb->texture;
  1277. } else if (i == 1) {
  1278. texture = rb->blur[0].mipmaps[0].texture;
  1279. } else if (i == 2) {
  1280. texture = rb->blur[1].mipmaps[0].texture;
  1281. } else if (i == 3) {
  1282. texture = rb->blur[0].mipmaps[1].texture;
  1283. }
  1284. // create weight texture
  1285. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1286. // create frame buffer
  1287. Vector<RID> fb;
  1288. fb.push_back(texture);
  1289. fb.push_back(rb->weight_buffers[i].weight);
  1290. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1291. if (i == 1) {
  1292. // next 2 are half size
  1293. tf.width = MAX(1, tf.width >> 1);
  1294. tf.height = MAX(1, tf.height >> 1);
  1295. }
  1296. }
  1297. {
  1298. // and finally an FB for just our base weights
  1299. Vector<RID> fb;
  1300. fb.push_back(rb->weight_buffers[0].weight);
  1301. rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
  1302. }
  1303. }
  1304. }
  1305. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1306. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1307. {
  1308. RD::TextureFormat tf;
  1309. if (rb->view_count > 1) {
  1310. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1311. }
  1312. // 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?
  1313. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1314. tf.width = rb->width;
  1315. tf.height = rb->height;
  1316. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1317. tf.array_layers = rb->view_count; // create a layer for every view
  1318. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1319. 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
  1320. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1321. }
  1322. if (!_render_buffers_can_be_storage()) {
  1323. // create framebuffer so we can write into this...
  1324. Vector<RID> fb;
  1325. fb.push_back(rb->depth_back_texture);
  1326. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1327. }
  1328. }
  1329. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1330. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1331. int w = rb->width;
  1332. int h = rb->height;
  1333. while (true) {
  1334. w = MAX(w / 8, 1);
  1335. h = MAX(h / 8, 1);
  1336. RD::TextureFormat tf;
  1337. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1338. tf.width = w;
  1339. tf.height = h;
  1340. bool final = w == 1 && h == 1;
  1341. if (_render_buffers_can_be_storage()) {
  1342. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1343. if (final) {
  1344. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1345. }
  1346. } else {
  1347. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1348. }
  1349. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1350. rb->luminance.reduce.push_back(texture);
  1351. if (!_render_buffers_can_be_storage()) {
  1352. Vector<RID> fb;
  1353. fb.push_back(texture);
  1354. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1355. }
  1356. if (final) {
  1357. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1358. if (!_render_buffers_can_be_storage()) {
  1359. Vector<RID> fb;
  1360. fb.push_back(rb->luminance.current);
  1361. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1362. }
  1363. break;
  1364. }
  1365. }
  1366. }
  1367. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1368. if (rb->texture_fb.is_valid()) {
  1369. RD::get_singleton()->free(rb->texture_fb);
  1370. rb->texture_fb = RID();
  1371. }
  1372. if (rb->texture.is_valid()) {
  1373. RD::get_singleton()->free(rb->texture);
  1374. rb->texture = RID();
  1375. }
  1376. if (rb->depth_texture.is_valid()) {
  1377. RD::get_singleton()->free(rb->depth_texture);
  1378. rb->depth_texture = RID();
  1379. }
  1380. if (rb->depth_back_fb.is_valid()) {
  1381. RD::get_singleton()->free(rb->depth_back_fb);
  1382. rb->depth_back_fb = RID();
  1383. }
  1384. if (rb->depth_back_texture.is_valid()) {
  1385. RD::get_singleton()->free(rb->depth_back_texture);
  1386. rb->depth_back_texture = RID();
  1387. }
  1388. for (int i = 0; i < 2; i++) {
  1389. for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
  1390. // do we free the texture slice here? or is it enough to free the main texture?
  1391. // do free the mobile extra stuff
  1392. if (rb->blur[i].mipmaps[m].fb.is_valid()) {
  1393. RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
  1394. }
  1395. if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
  1396. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
  1397. }
  1398. if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
  1399. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
  1400. }
  1401. }
  1402. rb->blur[i].mipmaps.clear();
  1403. if (rb->blur[i].texture.is_valid()) {
  1404. RD::get_singleton()->free(rb->blur[i].texture);
  1405. rb->blur[i].texture = RID();
  1406. }
  1407. }
  1408. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1409. RD::get_singleton()->free(rb->luminance.fb[i]);
  1410. }
  1411. rb->luminance.fb.clear();
  1412. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1413. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1414. }
  1415. rb->luminance.reduce.clear();
  1416. if (rb->luminance.current_fb.is_valid()) {
  1417. RD::get_singleton()->free(rb->luminance.current_fb);
  1418. rb->luminance.current_fb = RID();
  1419. }
  1420. if (rb->luminance.current.is_valid()) {
  1421. RD::get_singleton()->free(rb->luminance.current);
  1422. rb->luminance.current = RID();
  1423. }
  1424. if (rb->ssao.depth.is_valid()) {
  1425. RD::get_singleton()->free(rb->ssao.depth);
  1426. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1427. RD::get_singleton()->free(rb->ssao.ao_pong);
  1428. RD::get_singleton()->free(rb->ssao.ao_final);
  1429. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1430. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1431. rb->ssao.depth = RID();
  1432. rb->ssao.ao_deinterleaved = RID();
  1433. rb->ssao.ao_pong = RID();
  1434. rb->ssao.ao_final = RID();
  1435. rb->ssao.importance_map[0] = RID();
  1436. rb->ssao.importance_map[1] = RID();
  1437. rb->ssao.depth_slices.clear();
  1438. rb->ssao.ao_deinterleaved_slices.clear();
  1439. rb->ssao.ao_pong_slices.clear();
  1440. }
  1441. if (rb->ssr.blur_radius[0].is_valid()) {
  1442. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1443. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1444. rb->ssr.blur_radius[0] = RID();
  1445. rb->ssr.blur_radius[1] = RID();
  1446. }
  1447. if (rb->ssr.depth_scaled.is_valid()) {
  1448. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1449. rb->ssr.depth_scaled = RID();
  1450. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1451. rb->ssr.normal_scaled = RID();
  1452. }
  1453. if (rb->ambient_buffer.is_valid()) {
  1454. RD::get_singleton()->free(rb->ambient_buffer);
  1455. RD::get_singleton()->free(rb->reflection_buffer);
  1456. rb->ambient_buffer = RID();
  1457. rb->reflection_buffer = RID();
  1458. }
  1459. }
  1460. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1461. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1462. ERR_FAIL_COND(!rb);
  1463. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1464. if (!can_use_effects) {
  1465. //just copy
  1466. return;
  1467. }
  1468. if (rb->blur[0].texture.is_null()) {
  1469. _allocate_blur_textures(rb);
  1470. }
  1471. storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
  1472. }
  1473. 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) {
  1474. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1475. ERR_FAIL_COND(!rb);
  1476. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1477. if (!can_use_effects) {
  1478. //just copy
  1479. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
  1480. return;
  1481. }
  1482. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1483. ERR_FAIL_COND(!env);
  1484. ERR_FAIL_COND(!env->ssr_enabled);
  1485. if (rb->ssr.depth_scaled.is_null()) {
  1486. RD::TextureFormat tf;
  1487. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1488. tf.width = rb->width / 2;
  1489. tf.height = rb->height / 2;
  1490. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1491. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1492. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1493. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1494. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1495. }
  1496. if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1497. RD::TextureFormat tf;
  1498. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1499. tf.width = rb->width / 2;
  1500. tf.height = rb->height / 2;
  1501. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1502. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1503. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1504. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1505. }
  1506. if (rb->blur[0].texture.is_null()) {
  1507. _allocate_blur_textures(rb);
  1508. }
  1509. storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  1510. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
  1511. }
  1512. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1513. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1514. ERR_FAIL_COND(!rb);
  1515. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1516. ERR_FAIL_COND(!env);
  1517. RENDER_TIMESTAMP("Process SSAO");
  1518. if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1519. RD::get_singleton()->free(rb->ssao.depth);
  1520. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1521. RD::get_singleton()->free(rb->ssao.ao_pong);
  1522. RD::get_singleton()->free(rb->ssao.ao_final);
  1523. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1524. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1525. rb->ssao.depth = RID();
  1526. rb->ssao.ao_deinterleaved = RID();
  1527. rb->ssao.ao_pong = RID();
  1528. rb->ssao.ao_final = RID();
  1529. rb->ssao.importance_map[0] = RID();
  1530. rb->ssao.importance_map[1] = RID();
  1531. rb->ssao.depth_slices.clear();
  1532. rb->ssao.ao_deinterleaved_slices.clear();
  1533. rb->ssao.ao_pong_slices.clear();
  1534. }
  1535. int buffer_width;
  1536. int buffer_height;
  1537. int half_width;
  1538. int half_height;
  1539. if (ssao_half_size) {
  1540. buffer_width = (rb->width + 3) / 4;
  1541. buffer_height = (rb->height + 3) / 4;
  1542. half_width = (rb->width + 7) / 8;
  1543. half_height = (rb->height + 7) / 8;
  1544. } else {
  1545. buffer_width = (rb->width + 1) / 2;
  1546. buffer_height = (rb->height + 1) / 2;
  1547. half_width = (rb->width + 3) / 4;
  1548. half_height = (rb->height + 3) / 4;
  1549. }
  1550. bool uniform_sets_are_invalid = false;
  1551. if (rb->ssao.depth.is_null()) {
  1552. //allocate depth slices
  1553. {
  1554. RD::TextureFormat tf;
  1555. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  1556. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1557. tf.width = buffer_width;
  1558. tf.height = buffer_height;
  1559. tf.mipmaps = 4;
  1560. tf.array_layers = 4;
  1561. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1562. rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1563. RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
  1564. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  1565. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
  1566. rb->ssao.depth_slices.push_back(slice);
  1567. RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
  1568. }
  1569. }
  1570. {
  1571. RD::TextureFormat tf;
  1572. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1573. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1574. tf.width = buffer_width;
  1575. tf.height = buffer_height;
  1576. tf.array_layers = 4;
  1577. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1578. rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1579. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1580. for (uint32_t i = 0; i < 4; i++) {
  1581. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
  1582. rb->ssao.ao_deinterleaved_slices.push_back(slice);
  1583. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1584. }
  1585. }
  1586. {
  1587. RD::TextureFormat tf;
  1588. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1589. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1590. tf.width = buffer_width;
  1591. tf.height = buffer_height;
  1592. tf.array_layers = 4;
  1593. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1594. rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1595. RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1596. for (uint32_t i = 0; i < 4; i++) {
  1597. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
  1598. rb->ssao.ao_pong_slices.push_back(slice);
  1599. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1600. }
  1601. }
  1602. {
  1603. RD::TextureFormat tf;
  1604. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1605. tf.width = half_width;
  1606. tf.height = half_height;
  1607. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1608. rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1609. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
  1610. rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1611. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
  1612. }
  1613. {
  1614. RD::TextureFormat tf;
  1615. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1616. tf.width = rb->width;
  1617. tf.height = rb->height;
  1618. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1619. rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1620. RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
  1621. }
  1622. ssao_using_half_size = ssao_half_size;
  1623. uniform_sets_are_invalid = true;
  1624. }
  1625. EffectsRD::SSAOSettings settings;
  1626. settings.radius = env->ssao_radius;
  1627. settings.intensity = env->ssao_intensity;
  1628. settings.power = env->ssao_power;
  1629. settings.detail = env->ssao_detail;
  1630. settings.horizon = env->ssao_horizon;
  1631. settings.sharpness = env->ssao_sharpness;
  1632. settings.quality = ssao_quality;
  1633. settings.half_size = ssao_half_size;
  1634. settings.adaptive_target = ssao_adaptive_target;
  1635. settings.blur_passes = ssao_blur_passes;
  1636. settings.fadeout_from = ssao_fadeout_from;
  1637. settings.fadeout_to = ssao_fadeout_to;
  1638. settings.full_screen_size = Size2i(rb->width, rb->height);
  1639. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1640. settings.quarter_screen_size = Size2i(half_width, half_height);
  1641. storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
  1642. }
  1643. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1644. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1645. ERR_FAIL_COND(!rb);
  1646. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1647. if (rb->blur[0].texture.is_null()) {
  1648. _allocate_blur_textures(rb);
  1649. }
  1650. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1651. bool can_use_storage = _render_buffers_can_be_storage();
  1652. if (can_use_storage) {
  1653. storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
  1654. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1655. 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));
  1656. }
  1657. } else {
  1658. storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
  1659. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1660. 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));
  1661. }
  1662. }
  1663. RD::get_singleton()->draw_command_end_label();
  1664. }
  1665. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1666. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1667. ERR_FAIL_COND(!rb);
  1668. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1669. if (rb->depth_back_texture.is_null()) {
  1670. _allocate_depth_backbuffer_textures(rb);
  1671. }
  1672. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1673. bool can_use_storage = _render_buffers_can_be_storage();
  1674. if (can_use_storage) {
  1675. storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1676. } else {
  1677. storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1678. }
  1679. RD::get_singleton()->draw_command_end_label();
  1680. }
  1681. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1682. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1683. ERR_FAIL_COND(!rb);
  1684. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1685. // Glow and override exposure (if enabled).
  1686. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1687. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1688. bool can_use_storage = _render_buffers_can_be_storage();
  1689. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1690. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1691. RD::get_singleton()->draw_command_begin_label("DOF");
  1692. if (rb->blur[0].texture.is_null()) {
  1693. _allocate_blur_textures(rb);
  1694. }
  1695. EffectsRD::BokehBuffers buffers;
  1696. // Textures we use.
  1697. buffers.base_texture_size = Size2i(rb->width, rb->height);
  1698. buffers.base_texture = rb->texture;
  1699. buffers.depth_texture = rb->depth_texture;
  1700. buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
  1701. buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
  1702. buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
  1703. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1704. if (can_use_storage) {
  1705. 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);
  1706. } else {
  1707. // Set framebuffers.
  1708. buffers.base_fb = rb->texture_fb;
  1709. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1710. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1711. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1712. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1713. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1714. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1715. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1716. // Set weight buffers.
  1717. buffers.base_weight_fb = rb->base_weight_fb;
  1718. 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);
  1719. }
  1720. RD::get_singleton()->draw_command_end_label();
  1721. }
  1722. if (can_use_effects && env && env->auto_exposure) {
  1723. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1724. if (rb->luminance.current.is_null()) {
  1725. _allocate_luminance_textures(rb);
  1726. }
  1727. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1728. rb->auto_exposure_version = env->auto_exposure_version;
  1729. double step = env->auto_exp_speed * time_step;
  1730. if (can_use_storage) {
  1731. storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1732. } else {
  1733. storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1734. }
  1735. // Swap final reduce with prev luminance.
  1736. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1737. if (!can_use_storage) {
  1738. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1739. }
  1740. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  1741. RD::get_singleton()->draw_command_end_label();
  1742. }
  1743. int max_glow_level = -1;
  1744. if (can_use_effects && env && env->glow_enabled) {
  1745. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1746. /* see that blur textures are allocated */
  1747. if (rb->blur[1].texture.is_null()) {
  1748. _allocate_blur_textures(rb);
  1749. }
  1750. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1751. if (env->glow_levels[i] > 0.0) {
  1752. if (i >= rb->blur[1].mipmaps.size()) {
  1753. max_glow_level = rb->blur[1].mipmaps.size() - 1;
  1754. } else {
  1755. max_glow_level = i;
  1756. }
  1757. }
  1758. }
  1759. for (int i = 0; i < (max_glow_level + 1); i++) {
  1760. int vp_w = rb->blur[1].mipmaps[i].width;
  1761. int vp_h = rb->blur[1].mipmaps[i].height;
  1762. if (i == 0) {
  1763. RID luminance_texture;
  1764. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  1765. luminance_texture = rb->luminance.current;
  1766. }
  1767. if (can_use_storage) {
  1768. storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1769. } else {
  1770. storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1771. }
  1772. } else {
  1773. if (can_use_storage) {
  1774. 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);
  1775. } else {
  1776. 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);
  1777. }
  1778. }
  1779. }
  1780. RD::get_singleton()->draw_command_end_label();
  1781. }
  1782. {
  1783. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1784. EffectsRD::TonemapSettings tonemap;
  1785. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  1786. tonemap.use_auto_exposure = true;
  1787. tonemap.exposure_texture = rb->luminance.current;
  1788. tonemap.auto_exposure_grey = env->auto_exp_scale;
  1789. } else {
  1790. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1791. }
  1792. if (can_use_effects && env && env->glow_enabled) {
  1793. tonemap.use_glow = true;
  1794. tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
  1795. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  1796. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1797. tonemap.glow_levels[i] = env->glow_levels[i];
  1798. }
  1799. tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
  1800. tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
  1801. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1802. tonemap.glow_texture = rb->blur[1].texture;
  1803. } else {
  1804. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1805. }
  1806. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1807. tonemap.use_fxaa = true;
  1808. }
  1809. tonemap.use_debanding = rb->use_debanding;
  1810. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1811. if (env) {
  1812. tonemap.tonemap_mode = env->tone_mapper;
  1813. tonemap.white = env->white;
  1814. tonemap.exposure = env->exposure;
  1815. }
  1816. if (camfx && camfx->override_exposure_enabled) {
  1817. tonemap.exposure = camfx->override_exposure;
  1818. }
  1819. tonemap.use_color_correction = false;
  1820. tonemap.use_1d_color_correction = false;
  1821. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1822. if (can_use_effects && env) {
  1823. tonemap.use_bcs = env->adjustments_enabled;
  1824. tonemap.brightness = env->adjustments_brightness;
  1825. tonemap.contrast = env->adjustments_contrast;
  1826. tonemap.saturation = env->adjustments_saturation;
  1827. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1828. tonemap.use_color_correction = true;
  1829. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1830. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  1831. }
  1832. }
  1833. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1834. tonemap.view_count = p_render_data->view_count;
  1835. storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1836. RD::get_singleton()->draw_command_end_label();
  1837. }
  1838. storage->render_target_disable_clear_request(rb->render_target);
  1839. }
  1840. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  1841. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  1842. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1843. ERR_FAIL_COND(!rb);
  1844. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1845. // Override exposure (if enabled).
  1846. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1847. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1848. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  1849. EffectsRD::TonemapSettings tonemap;
  1850. if (env) {
  1851. tonemap.tonemap_mode = env->tone_mapper;
  1852. tonemap.exposure = env->exposure;
  1853. tonemap.white = env->white;
  1854. }
  1855. if (camfx && camfx->override_exposure_enabled) {
  1856. tonemap.exposure = camfx->override_exposure;
  1857. }
  1858. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  1859. // The problem is that we need to use the result so far and process them before we can
  1860. // apply this to our results.
  1861. if (can_use_effects && env && env->glow_enabled) {
  1862. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1863. }
  1864. if (can_use_effects && env && env->auto_exposure) {
  1865. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1866. }
  1867. tonemap.use_glow = false;
  1868. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1869. tonemap.use_auto_exposure = false;
  1870. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1871. tonemap.use_color_correction = false;
  1872. tonemap.use_1d_color_correction = false;
  1873. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1874. if (can_use_effects && env) {
  1875. tonemap.use_bcs = env->adjustments_enabled;
  1876. tonemap.brightness = env->adjustments_brightness;
  1877. tonemap.contrast = env->adjustments_contrast;
  1878. tonemap.saturation = env->adjustments_saturation;
  1879. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1880. tonemap.use_color_correction = true;
  1881. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1882. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  1883. }
  1884. }
  1885. tonemap.use_debanding = rb->use_debanding;
  1886. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1887. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1888. tonemap.view_count = p_render_data->view_count;
  1889. storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  1890. RD::get_singleton()->draw_command_end_label();
  1891. }
  1892. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  1893. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1894. ERR_FAIL_COND(!rb);
  1895. storage->render_target_disable_clear_request(rb->render_target);
  1896. }
  1897. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  1898. EffectsRD *effects = storage->get_effects();
  1899. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1900. ERR_FAIL_COND(!rb);
  1901. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1902. if (p_shadow_atlas.is_valid()) {
  1903. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1904. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1905. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1906. }
  1907. }
  1908. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1909. if (directional_shadow_get_texture().is_valid()) {
  1910. RID shadow_atlas_texture = directional_shadow_get_texture();
  1911. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1912. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1913. }
  1914. }
  1915. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1916. RID decal_atlas = storage->decal_atlas_get_texture();
  1917. if (decal_atlas.is_valid()) {
  1918. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1919. effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  1920. }
  1921. }
  1922. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  1923. if (rb->luminance.current.is_valid()) {
  1924. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1925. effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  1926. }
  1927. }
  1928. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
  1929. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1930. RID ao_buf = rb->ssao.ao_final;
  1931. effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  1932. }
  1933. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  1934. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1935. 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);
  1936. }
  1937. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
  1938. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1939. RID ambient_texture = rb->ambient_buffer;
  1940. RID reflection_texture = rb->reflection_buffer;
  1941. 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);
  1942. }
  1943. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  1944. if (p_occlusion_buffer.is_valid()) {
  1945. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1946. 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);
  1947. }
  1948. }
  1949. }
  1950. 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) {
  1951. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  1952. ERR_FAIL_COND(!env);
  1953. env->adjustments_enabled = p_enable;
  1954. env->adjustments_brightness = p_brightness;
  1955. env->adjustments_contrast = p_contrast;
  1956. env->adjustments_saturation = p_saturation;
  1957. env->use_1d_color_correction = p_use_1d_color_correction;
  1958. env->color_correction = p_color_correction;
  1959. }
  1960. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  1961. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1962. ERR_FAIL_COND_V(!rb, RID());
  1963. if (!rb->blur[0].texture.is_valid()) {
  1964. return RID(); //not valid at the moment
  1965. }
  1966. return rb->blur[0].texture;
  1967. }
  1968. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  1969. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1970. ERR_FAIL_COND_V(!rb, RID());
  1971. if (!rb->depth_back_texture.is_valid()) {
  1972. return RID(); //not valid at the moment
  1973. }
  1974. return rb->depth_back_texture;
  1975. }
  1976. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  1977. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1978. ERR_FAIL_COND_V(!rb, RID());
  1979. return rb->depth_texture;
  1980. }
  1981. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  1982. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1983. ERR_FAIL_COND_V(!rb, RID());
  1984. return rb->ssao.ao_final;
  1985. }
  1986. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  1987. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1988. ERR_FAIL_COND_V(!rb, RID());
  1989. if (rb->gi.voxel_gi_buffer.is_null()) {
  1990. rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
  1991. }
  1992. return rb->gi.voxel_gi_buffer;
  1993. }
  1994. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  1995. return gi.default_voxel_gi_buffer;
  1996. }
  1997. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  1998. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1999. ERR_FAIL_COND_V(!rb, RID());
  2000. return rb->ambient_buffer;
  2001. }
  2002. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  2003. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2004. ERR_FAIL_COND_V(!rb, RID());
  2005. return rb->reflection_buffer;
  2006. }
  2007. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  2008. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2009. ERR_FAIL_COND_V(!rb, 0);
  2010. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2011. return rb->sdfgi->cascades.size();
  2012. }
  2013. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  2014. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2015. ERR_FAIL_COND_V(!rb, false);
  2016. return rb->sdfgi != nullptr;
  2017. }
  2018. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  2019. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2020. ERR_FAIL_COND_V(!rb, RID());
  2021. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2022. return rb->sdfgi->lightprobe_texture;
  2023. }
  2024. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2025. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2026. ERR_FAIL_COND_V(!rb, Vector3());
  2027. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  2028. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  2029. 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;
  2030. }
  2031. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2032. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2033. ERR_FAIL_COND_V(!rb, Vector3i());
  2034. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  2035. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  2036. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
  2037. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  2038. }
  2039. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  2040. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2041. ERR_FAIL_COND_V(!rb, 0);
  2042. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2043. return rb->sdfgi->normal_bias;
  2044. }
  2045. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  2046. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2047. ERR_FAIL_COND_V(!rb, 0);
  2048. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2049. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  2050. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  2051. }
  2052. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  2053. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2054. ERR_FAIL_COND_V(!rb, 0);
  2055. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2056. return rb->sdfgi->probe_axis_count;
  2057. }
  2058. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  2059. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2060. ERR_FAIL_COND_V(!rb, 0);
  2061. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2062. return rb->sdfgi->cascade_size;
  2063. }
  2064. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  2065. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2066. ERR_FAIL_COND_V(!rb, false);
  2067. ERR_FAIL_COND_V(!rb->sdfgi, false);
  2068. return rb->sdfgi->uses_occlusion;
  2069. }
  2070. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  2071. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2072. ERR_FAIL_COND_V(!rb, 0.0);
  2073. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  2074. return rb->sdfgi->energy;
  2075. }
  2076. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  2077. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2078. ERR_FAIL_COND_V(!rb, RID());
  2079. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2080. return rb->sdfgi->occlusion_texture;
  2081. }
  2082. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  2083. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2084. ERR_FAIL_COND_V(!rb, false);
  2085. return rb->volumetric_fog != nullptr;
  2086. }
  2087. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  2088. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2089. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  2090. return rb->volumetric_fog->fog_map;
  2091. }
  2092. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  2093. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2094. ERR_FAIL_COND_V(!rb, RID());
  2095. if (!rb->volumetric_fog) {
  2096. return RID();
  2097. }
  2098. return rb->volumetric_fog->sky_uniform_set;
  2099. }
  2100. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2101. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2102. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2103. return rb->volumetric_fog->length;
  2104. }
  2105. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2106. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2107. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2108. return rb->volumetric_fog->spread;
  2109. }
  2110. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  2111. return 1.0;
  2112. }
  2113. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2114. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2115. }
  2116. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2117. return true;
  2118. }
  2119. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
  2120. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2121. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2122. // Should we add an overrule per viewport?
  2123. rb->width = p_width;
  2124. rb->height = p_height;
  2125. rb->render_target = p_render_target;
  2126. rb->msaa = p_msaa;
  2127. rb->screen_space_aa = p_screen_space_aa;
  2128. rb->use_debanding = p_use_debanding;
  2129. rb->view_count = p_view_count;
  2130. if (is_clustered_enabled()) {
  2131. if (rb->cluster_builder == nullptr) {
  2132. rb->cluster_builder = memnew(ClusterBuilderRD);
  2133. }
  2134. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2135. }
  2136. _free_render_buffer_data(rb);
  2137. {
  2138. RD::TextureFormat tf;
  2139. if (rb->view_count > 1) {
  2140. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2141. }
  2142. tf.format = _render_buffers_get_color_format();
  2143. tf.width = rb->width;
  2144. tf.height = rb->height;
  2145. tf.array_layers = rb->view_count; // create a layer for every view
  2146. 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;
  2147. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2148. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2149. }
  2150. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2151. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2152. }
  2153. {
  2154. RD::TextureFormat tf;
  2155. if (rb->view_count > 1) {
  2156. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2157. }
  2158. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2159. 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;
  2160. } else {
  2161. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2162. }
  2163. tf.width = rb->width;
  2164. tf.height = rb->height;
  2165. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2166. tf.array_layers = rb->view_count; // create a layer for every view
  2167. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2168. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2169. } else {
  2170. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2171. }
  2172. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2173. }
  2174. if (!_render_buffers_can_be_storage()) {
  2175. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2176. Vector<RID> fb;
  2177. fb.push_back(rb->texture);
  2178. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2179. }
  2180. RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
  2181. rb->data->configure(rb->texture, rb->depth_texture, target_texture, rb->width, rb->height, p_msaa, p_view_count);
  2182. if (is_clustered_enabled()) {
  2183. rb->cluster_builder->setup(Size2i(rb->width, rb->height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
  2184. }
  2185. }
  2186. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2187. gi.half_resolution = p_enable;
  2188. }
  2189. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2190. sss_quality = p_quality;
  2191. }
  2192. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2193. return sss_quality;
  2194. }
  2195. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2196. sss_scale = p_scale;
  2197. sss_depth_scale = p_depth_scale;
  2198. }
  2199. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  2200. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2201. if (shadows_quality != p_quality) {
  2202. shadows_quality = p_quality;
  2203. switch (shadows_quality) {
  2204. case RS::SHADOW_QUALITY_HARD: {
  2205. penumbra_shadow_samples = 4;
  2206. soft_shadow_samples = 0;
  2207. shadows_quality_radius = 1.0;
  2208. } break;
  2209. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2210. penumbra_shadow_samples = 4;
  2211. soft_shadow_samples = 1;
  2212. shadows_quality_radius = 1.5;
  2213. } break;
  2214. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2215. penumbra_shadow_samples = 8;
  2216. soft_shadow_samples = 4;
  2217. shadows_quality_radius = 2.0;
  2218. } break;
  2219. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2220. penumbra_shadow_samples = 12;
  2221. soft_shadow_samples = 8;
  2222. shadows_quality_radius = 2.0;
  2223. } break;
  2224. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2225. penumbra_shadow_samples = 24;
  2226. soft_shadow_samples = 16;
  2227. shadows_quality_radius = 3.0;
  2228. } break;
  2229. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2230. penumbra_shadow_samples = 32;
  2231. soft_shadow_samples = 32;
  2232. shadows_quality_radius = 4.0;
  2233. } break;
  2234. case RS::SHADOW_QUALITY_MAX:
  2235. break;
  2236. }
  2237. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2238. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2239. }
  2240. _update_shader_quality_settings();
  2241. }
  2242. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  2243. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2244. if (directional_shadow_quality != p_quality) {
  2245. directional_shadow_quality = p_quality;
  2246. switch (directional_shadow_quality) {
  2247. case RS::SHADOW_QUALITY_HARD: {
  2248. directional_penumbra_shadow_samples = 4;
  2249. directional_soft_shadow_samples = 0;
  2250. directional_shadow_quality_radius = 1.0;
  2251. } break;
  2252. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2253. directional_penumbra_shadow_samples = 4;
  2254. directional_soft_shadow_samples = 1;
  2255. directional_shadow_quality_radius = 1.5;
  2256. } break;
  2257. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2258. directional_penumbra_shadow_samples = 8;
  2259. directional_soft_shadow_samples = 4;
  2260. directional_shadow_quality_radius = 2.0;
  2261. } break;
  2262. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2263. directional_penumbra_shadow_samples = 12;
  2264. directional_soft_shadow_samples = 8;
  2265. directional_shadow_quality_radius = 2.0;
  2266. } break;
  2267. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2268. directional_penumbra_shadow_samples = 24;
  2269. directional_soft_shadow_samples = 16;
  2270. directional_shadow_quality_radius = 3.0;
  2271. } break;
  2272. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2273. directional_penumbra_shadow_samples = 32;
  2274. directional_soft_shadow_samples = 32;
  2275. directional_shadow_quality_radius = 4.0;
  2276. } break;
  2277. case RS::SHADOW_QUALITY_MAX:
  2278. break;
  2279. }
  2280. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2281. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2282. }
  2283. _update_shader_quality_settings();
  2284. }
  2285. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2286. if (decals_filter == p_filter) {
  2287. return;
  2288. }
  2289. decals_filter = p_filter;
  2290. _update_shader_quality_settings();
  2291. }
  2292. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2293. if (light_projectors_filter == p_filter) {
  2294. return;
  2295. }
  2296. light_projectors_filter = p_filter;
  2297. _update_shader_quality_settings();
  2298. }
  2299. int RendererSceneRenderRD::get_roughness_layers() const {
  2300. return sky.roughness_layers;
  2301. }
  2302. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2303. return sky.sky_use_cubemap_array;
  2304. }
  2305. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2306. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2307. ERR_FAIL_COND_V(!rb, nullptr);
  2308. return rb->data;
  2309. }
  2310. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2311. cluster.reflection_count = 0;
  2312. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2313. if (cluster.reflection_count == cluster.max_reflections) {
  2314. break;
  2315. }
  2316. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2317. if (!rpi) {
  2318. continue;
  2319. }
  2320. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2321. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2322. cluster.reflection_count++;
  2323. }
  2324. if (cluster.reflection_count > 0) {
  2325. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2326. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2327. }
  2328. bool using_forward_ids = _uses_forward_ids();
  2329. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2330. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2331. if (using_forward_ids) {
  2332. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2333. }
  2334. RID base_probe = rpi->probe;
  2335. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2336. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  2337. rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
  2338. reflection_ubo.box_extents[0] = extents.x;
  2339. reflection_ubo.box_extents[1] = extents.y;
  2340. reflection_ubo.box_extents[2] = extents.z;
  2341. reflection_ubo.index = rpi->atlas_index;
  2342. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  2343. reflection_ubo.box_offset[0] = origin_offset.x;
  2344. reflection_ubo.box_offset[1] = origin_offset.y;
  2345. reflection_ubo.box_offset[2] = origin_offset.z;
  2346. reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
  2347. reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
  2348. reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
  2349. reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
  2350. reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
  2351. Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
  2352. float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
  2353. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2354. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2355. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2356. Transform3D transform = rpi->transform;
  2357. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2358. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  2359. if (current_cluster_builder != nullptr) {
  2360. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2361. }
  2362. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2363. }
  2364. if (cluster.reflection_count) {
  2365. 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);
  2366. }
  2367. }
  2368. 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) {
  2369. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2370. r_directional_light_count = 0;
  2371. r_positional_light_count = 0;
  2372. sky.sky_scene_state.ubo.directional_light_count = 0;
  2373. Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2374. cluster.omni_light_count = 0;
  2375. cluster.spot_light_count = 0;
  2376. r_directional_light_soft_shadows = false;
  2377. for (int i = 0; i < (int)p_lights.size(); i++) {
  2378. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2379. if (!li) {
  2380. continue;
  2381. }
  2382. RID base = li->light;
  2383. ERR_CONTINUE(base.is_null());
  2384. RS::LightType type = storage->light_get_type(base);
  2385. switch (type) {
  2386. case RS::LIGHT_DIRECTIONAL: {
  2387. // Copy to SkyDirectionalLightData
  2388. if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
  2389. RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
  2390. Transform3D light_transform = li->transform;
  2391. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  2392. sky_light_data.direction[0] = world_direction.x;
  2393. sky_light_data.direction[1] = world_direction.y;
  2394. sky_light_data.direction[2] = -world_direction.z;
  2395. float sign = storage->light_is_negative(base) ? -1 : 1;
  2396. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  2397. Color linear_col = storage->light_get_color(base).to_linear();
  2398. sky_light_data.color[0] = linear_col.r;
  2399. sky_light_data.color[1] = linear_col.g;
  2400. sky_light_data.color[2] = linear_col.b;
  2401. sky_light_data.enabled = true;
  2402. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2403. if (angular_diameter > 0.0) {
  2404. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2405. // technically this will keep expanding until reaching the sun, but all we care
  2406. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2407. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2408. if (storage->light_has_shadow(base)) {
  2409. r_directional_light_soft_shadows = true;
  2410. }
  2411. } else {
  2412. angular_diameter = 0.0;
  2413. }
  2414. sky_light_data.size = angular_diameter;
  2415. sky.sky_scene_state.ubo.directional_light_count++;
  2416. }
  2417. if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
  2418. continue;
  2419. }
  2420. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2421. Transform3D light_transform = li->transform;
  2422. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2423. light_data.direction[0] = direction.x;
  2424. light_data.direction[1] = direction.y;
  2425. light_data.direction[2] = direction.z;
  2426. float sign = storage->light_is_negative(base) ? -1 : 1;
  2427. light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2428. Color linear_col = storage->light_get_color(base).to_linear();
  2429. light_data.color[0] = linear_col.r;
  2430. light_data.color[1] = linear_col.g;
  2431. light_data.color[2] = linear_col.b;
  2432. light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2433. light_data.mask = storage->light_get_cull_mask(base);
  2434. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2435. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2436. Color shadow_col = storage->light_get_shadow_color(base).to_linear();
  2437. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2438. light_data.shadow_color1[0] = 1.0;
  2439. light_data.shadow_color1[1] = 0.0;
  2440. light_data.shadow_color1[2] = 0.0;
  2441. light_data.shadow_color1[3] = 1.0;
  2442. light_data.shadow_color2[0] = 0.0;
  2443. light_data.shadow_color2[1] = 1.0;
  2444. light_data.shadow_color2[2] = 0.0;
  2445. light_data.shadow_color2[3] = 1.0;
  2446. light_data.shadow_color3[0] = 0.0;
  2447. light_data.shadow_color3[1] = 0.0;
  2448. light_data.shadow_color3[2] = 1.0;
  2449. light_data.shadow_color3[3] = 1.0;
  2450. light_data.shadow_color4[0] = 1.0;
  2451. light_data.shadow_color4[1] = 1.0;
  2452. light_data.shadow_color4[2] = 0.0;
  2453. light_data.shadow_color4[3] = 1.0;
  2454. } else {
  2455. light_data.shadow_color1[0] = shadow_col.r;
  2456. light_data.shadow_color1[1] = shadow_col.g;
  2457. light_data.shadow_color1[2] = shadow_col.b;
  2458. light_data.shadow_color1[3] = 1.0;
  2459. light_data.shadow_color2[0] = shadow_col.r;
  2460. light_data.shadow_color2[1] = shadow_col.g;
  2461. light_data.shadow_color2[2] = shadow_col.b;
  2462. light_data.shadow_color2[3] = 1.0;
  2463. light_data.shadow_color3[0] = shadow_col.r;
  2464. light_data.shadow_color3[1] = shadow_col.g;
  2465. light_data.shadow_color3[2] = shadow_col.b;
  2466. light_data.shadow_color3[3] = 1.0;
  2467. light_data.shadow_color4[0] = shadow_col.r;
  2468. light_data.shadow_color4[1] = shadow_col.g;
  2469. light_data.shadow_color4[2] = shadow_col.b;
  2470. light_data.shadow_color4[3] = 1.0;
  2471. }
  2472. light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
  2473. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2474. if (angular_diameter > 0.0) {
  2475. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2476. // technically this will keep expanding until reaching the sun, but all we care
  2477. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2478. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2479. } else {
  2480. angular_diameter = 0.0;
  2481. }
  2482. if (light_data.shadow_enabled) {
  2483. RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
  2484. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2485. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base);
  2486. for (int j = 0; j < 4; j++) {
  2487. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2488. CameraMatrix matrix = li->shadow_transform[j].camera;
  2489. float split = li->shadow_transform[MIN(limit, j)].split;
  2490. CameraMatrix bias;
  2491. bias.set_light_bias();
  2492. CameraMatrix rectm;
  2493. rectm.set_light_atlas_rect(atlas_rect);
  2494. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2495. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2496. light_data.shadow_split_offsets[j] = split;
  2497. float bias_scale = li->shadow_transform[j].bias_scale;
  2498. light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2499. light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2500. light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
  2501. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2502. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2503. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2504. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2505. uv_scale *= atlas_rect.size; //adapt to atlas size
  2506. switch (j) {
  2507. case 0: {
  2508. light_data.uv_scale1[0] = uv_scale.x;
  2509. light_data.uv_scale1[1] = uv_scale.y;
  2510. } break;
  2511. case 1: {
  2512. light_data.uv_scale2[0] = uv_scale.x;
  2513. light_data.uv_scale2[1] = uv_scale.y;
  2514. } break;
  2515. case 2: {
  2516. light_data.uv_scale3[0] = uv_scale.x;
  2517. light_data.uv_scale3[1] = uv_scale.y;
  2518. } break;
  2519. case 3: {
  2520. light_data.uv_scale4[0] = uv_scale.x;
  2521. light_data.uv_scale4[1] = uv_scale.y;
  2522. } break;
  2523. }
  2524. }
  2525. float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2526. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2527. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2528. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2529. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2530. light_data.softshadow_angle = angular_diameter;
  2531. light_data.bake_mode = storage->light_get_bake_mode(base);
  2532. if (angular_diameter <= 0.0) {
  2533. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2534. }
  2535. }
  2536. r_directional_light_count++;
  2537. } break;
  2538. case RS::LIGHT_OMNI: {
  2539. if (cluster.omni_light_count >= cluster.max_lights) {
  2540. continue;
  2541. }
  2542. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2543. cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2544. cluster.omni_light_count++;
  2545. } break;
  2546. case RS::LIGHT_SPOT: {
  2547. if (cluster.spot_light_count >= cluster.max_lights) {
  2548. continue;
  2549. }
  2550. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2551. cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2552. cluster.spot_light_count++;
  2553. } break;
  2554. }
  2555. li->last_pass = RSG::rasterizer->get_frame_number();
  2556. }
  2557. if (cluster.omni_light_count) {
  2558. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2559. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2560. }
  2561. if (cluster.spot_light_count) {
  2562. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2563. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2564. }
  2565. ShadowAtlas *shadow_atlas = nullptr;
  2566. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2567. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2568. }
  2569. bool using_forward_ids = _uses_forward_ids();
  2570. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2571. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2572. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2573. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2574. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2575. RID base = li->light;
  2576. if (using_forward_ids) {
  2577. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2578. }
  2579. Transform3D light_transform = li->transform;
  2580. float sign = storage->light_is_negative(base) ? -1 : 1;
  2581. Color linear_col = storage->light_get_color(base).to_linear();
  2582. light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2583. float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2584. light_data.color[0] = linear_col.r * energy;
  2585. light_data.color[1] = linear_col.g * energy;
  2586. light_data.color[2] = linear_col.b * energy;
  2587. light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2588. light_data.bake_mode = storage->light_get_bake_mode(base);
  2589. float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2590. light_data.inv_radius = 1.0 / radius;
  2591. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2592. light_data.position[0] = pos.x;
  2593. light_data.position[1] = pos.y;
  2594. light_data.position[2] = pos.z;
  2595. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2596. light_data.direction[0] = direction.x;
  2597. light_data.direction[1] = direction.y;
  2598. light_data.direction[2] = direction.z;
  2599. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2600. light_data.size = size;
  2601. light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2602. float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2603. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2604. light_data.mask = storage->light_get_cull_mask(base);
  2605. light_data.atlas_rect[0] = 0;
  2606. light_data.atlas_rect[1] = 0;
  2607. light_data.atlas_rect[2] = 0;
  2608. light_data.atlas_rect[3] = 0;
  2609. RID projector = storage->light_get_projector(base);
  2610. if (projector.is_valid()) {
  2611. Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
  2612. if (type == RS::LIGHT_SPOT) {
  2613. light_data.projector_rect[0] = rect.position.x;
  2614. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2615. light_data.projector_rect[2] = rect.size.width;
  2616. light_data.projector_rect[3] = -rect.size.height;
  2617. } else {
  2618. light_data.projector_rect[0] = rect.position.x;
  2619. light_data.projector_rect[1] = rect.position.y;
  2620. light_data.projector_rect[2] = rect.size.width;
  2621. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2622. }
  2623. } else {
  2624. light_data.projector_rect[0] = 0;
  2625. light_data.projector_rect[1] = 0;
  2626. light_data.projector_rect[2] = 0;
  2627. light_data.projector_rect[3] = 0;
  2628. }
  2629. if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
  2630. // fill in the shadow information
  2631. light_data.shadow_enabled = true;
  2632. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2633. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2634. if (type == RS::LIGHT_SPOT) {
  2635. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2636. } else { //omni
  2637. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2638. }
  2639. light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
  2640. Vector2i omni_offset;
  2641. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2642. light_data.atlas_rect[0] = rect.position.x;
  2643. light_data.atlas_rect[1] = rect.position.y;
  2644. light_data.atlas_rect[2] = rect.size.width;
  2645. light_data.atlas_rect[3] = rect.size.height;
  2646. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2647. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2648. if (type == RS::LIGHT_OMNI) {
  2649. Transform3D proj = (inverse_transform * light_transform).inverse();
  2650. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  2651. if (size > 0.0) {
  2652. light_data.soft_shadow_size = size;
  2653. } else {
  2654. light_data.soft_shadow_size = 0.0;
  2655. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2656. }
  2657. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2658. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  2659. } else if (type == RS::LIGHT_SPOT) {
  2660. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2661. CameraMatrix bias;
  2662. bias.set_light_bias();
  2663. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2664. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  2665. if (size > 0.0) {
  2666. CameraMatrix cm = li->shadow_transform[0].camera;
  2667. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2668. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2669. } else {
  2670. light_data.soft_shadow_size = 0.0;
  2671. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2672. }
  2673. }
  2674. } else {
  2675. light_data.shadow_enabled = false;
  2676. }
  2677. li->cull_mask = storage->light_get_cull_mask(base);
  2678. if (current_cluster_builder != nullptr) {
  2679. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2680. }
  2681. r_positional_light_count++;
  2682. }
  2683. //update without barriers
  2684. if (cluster.omni_light_count) {
  2685. 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);
  2686. }
  2687. if (cluster.spot_light_count) {
  2688. 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);
  2689. }
  2690. if (r_directional_light_count) {
  2691. 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);
  2692. }
  2693. }
  2694. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2695. Transform3D uv_xform;
  2696. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2697. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2698. uint32_t decal_count = p_decals.size();
  2699. cluster.decal_count = 0;
  2700. for (uint32_t i = 0; i < decal_count; i++) {
  2701. if (cluster.decal_count == cluster.max_decals) {
  2702. break;
  2703. }
  2704. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  2705. if (!di) {
  2706. continue;
  2707. }
  2708. RID decal = di->decal;
  2709. Transform3D xform = di->transform;
  2710. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2711. if (storage->decal_is_distance_fade_enabled(decal)) {
  2712. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2713. float fade_length = storage->decal_get_distance_fade_length(decal);
  2714. if (distance > fade_begin) {
  2715. if (distance > fade_begin + fade_length) {
  2716. continue; // do not use this decal, its invisible
  2717. }
  2718. }
  2719. }
  2720. cluster.decal_sort[cluster.decal_count].instance = di;
  2721. cluster.decal_sort[cluster.decal_count].depth = distance;
  2722. cluster.decal_count++;
  2723. }
  2724. if (cluster.decal_count > 0) {
  2725. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2726. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2727. }
  2728. bool using_forward_ids = _uses_forward_ids();
  2729. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2730. DecalInstance *di = cluster.decal_sort[i].instance;
  2731. RID decal = di->decal;
  2732. if (using_forward_ids) {
  2733. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2734. }
  2735. di->cull_mask = storage->decal_get_cull_mask(decal);
  2736. Transform3D xform = di->transform;
  2737. float fade = 1.0;
  2738. if (storage->decal_is_distance_fade_enabled(decal)) {
  2739. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2740. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2741. float fade_length = storage->decal_get_distance_fade_length(decal);
  2742. if (distance > fade_begin) {
  2743. fade = 1.0 - (distance - fade_begin) / fade_length;
  2744. }
  2745. }
  2746. Cluster::DecalData &dd = cluster.decals[i];
  2747. Vector3 decal_extents = storage->decal_get_extents(decal);
  2748. Transform3D scale_xform;
  2749. scale_xform.basis.scale(decal_extents);
  2750. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2751. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  2752. Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
  2753. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2754. dd.normal[0] = normal.x;
  2755. dd.normal[1] = normal.y;
  2756. dd.normal[2] = normal.z;
  2757. dd.normal_fade = storage->decal_get_normal_fade(decal);
  2758. RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2759. RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2760. if (albedo_tex.is_valid()) {
  2761. Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
  2762. dd.albedo_rect[0] = rect.position.x;
  2763. dd.albedo_rect[1] = rect.position.y;
  2764. dd.albedo_rect[2] = rect.size.x;
  2765. dd.albedo_rect[3] = rect.size.y;
  2766. } else {
  2767. if (!emission_tex.is_valid()) {
  2768. continue; //no albedo, no emission, no decal.
  2769. }
  2770. dd.albedo_rect[0] = 0;
  2771. dd.albedo_rect[1] = 0;
  2772. dd.albedo_rect[2] = 0;
  2773. dd.albedo_rect[3] = 0;
  2774. }
  2775. RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2776. if (normal_tex.is_valid()) {
  2777. Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
  2778. dd.normal_rect[0] = rect.position.x;
  2779. dd.normal_rect[1] = rect.position.y;
  2780. dd.normal_rect[2] = rect.size.x;
  2781. dd.normal_rect[3] = rect.size.y;
  2782. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2783. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  2784. } else {
  2785. dd.normal_rect[0] = 0;
  2786. dd.normal_rect[1] = 0;
  2787. dd.normal_rect[2] = 0;
  2788. dd.normal_rect[3] = 0;
  2789. }
  2790. RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2791. if (orm_tex.is_valid()) {
  2792. Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
  2793. dd.orm_rect[0] = rect.position.x;
  2794. dd.orm_rect[1] = rect.position.y;
  2795. dd.orm_rect[2] = rect.size.x;
  2796. dd.orm_rect[3] = rect.size.y;
  2797. } else {
  2798. dd.orm_rect[0] = 0;
  2799. dd.orm_rect[1] = 0;
  2800. dd.orm_rect[2] = 0;
  2801. dd.orm_rect[3] = 0;
  2802. }
  2803. if (emission_tex.is_valid()) {
  2804. Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
  2805. dd.emission_rect[0] = rect.position.x;
  2806. dd.emission_rect[1] = rect.position.y;
  2807. dd.emission_rect[2] = rect.size.x;
  2808. dd.emission_rect[3] = rect.size.y;
  2809. } else {
  2810. dd.emission_rect[0] = 0;
  2811. dd.emission_rect[1] = 0;
  2812. dd.emission_rect[2] = 0;
  2813. dd.emission_rect[3] = 0;
  2814. }
  2815. Color modulate = storage->decal_get_modulate(decal);
  2816. dd.modulate[0] = modulate.r;
  2817. dd.modulate[1] = modulate.g;
  2818. dd.modulate[2] = modulate.b;
  2819. dd.modulate[3] = modulate.a * fade;
  2820. dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
  2821. dd.albedo_mix = storage->decal_get_albedo_mix(decal);
  2822. dd.mask = storage->decal_get_cull_mask(decal);
  2823. dd.upper_fade = storage->decal_get_upper_fade(decal);
  2824. dd.lower_fade = storage->decal_get_lower_fade(decal);
  2825. if (current_cluster_builder != nullptr) {
  2826. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2827. }
  2828. }
  2829. if (cluster.decal_count > 0) {
  2830. 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);
  2831. }
  2832. }
  2833. ////////////////////////////////////////////////////////////////////////////////
  2834. // FOG SHADER
  2835. void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
  2836. //compile
  2837. code = p_code;
  2838. valid = false;
  2839. ubo_size = 0;
  2840. uniforms.clear();
  2841. if (code == String()) {
  2842. return; //just invalid, but no error
  2843. }
  2844. ShaderCompilerRD::GeneratedCode gen_code;
  2845. ShaderCompilerRD::IdentifierActions actions;
  2846. actions.entry_point_stages["fog"] = ShaderCompilerRD::STAGE_COMPUTE;
  2847. uses_time = false;
  2848. actions.usage_flag_pointers["TIME"] = &uses_time;
  2849. actions.uniforms = &uniforms;
  2850. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  2851. Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
  2852. ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
  2853. if (version.is_null()) {
  2854. version = scene_singleton->volumetric_fog.shader.version_create();
  2855. }
  2856. scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines);
  2857. ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
  2858. ubo_size = gen_code.uniform_total_size;
  2859. ubo_offsets = gen_code.uniform_offsets;
  2860. texture_uniforms = gen_code.texture_uniforms;
  2861. pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
  2862. valid = true;
  2863. }
  2864. void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  2865. if (!p_texture.is_valid()) {
  2866. default_texture_params.erase(p_name);
  2867. } else {
  2868. default_texture_params[p_name] = p_texture;
  2869. }
  2870. }
  2871. void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  2872. Map<int, StringName> order;
  2873. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  2874. if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  2875. continue;
  2876. }
  2877. if (E->get().texture_order >= 0) {
  2878. order[E->get().texture_order + 100000] = E->key();
  2879. } else {
  2880. order[E->get().order] = E->key();
  2881. }
  2882. }
  2883. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  2884. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  2885. pi.name = E->get();
  2886. p_param_list->push_back(pi);
  2887. }
  2888. }
  2889. void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  2890. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  2891. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  2892. continue;
  2893. }
  2894. RendererStorage::InstanceShaderParam p;
  2895. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  2896. p.info.name = E->key(); //supply name
  2897. p.index = E->get().instance_index;
  2898. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().array_size, E->get().hint);
  2899. p_param_list->push_back(p);
  2900. }
  2901. }
  2902. bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
  2903. if (!uniforms.has(p_param)) {
  2904. return false;
  2905. }
  2906. return uniforms[p_param].texture_order >= 0;
  2907. }
  2908. bool RendererSceneRenderRD::FogShaderData::is_animated() const {
  2909. return false;
  2910. }
  2911. bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
  2912. return false;
  2913. }
  2914. Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
  2915. if (uniforms.has(p_parameter)) {
  2916. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  2917. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  2918. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  2919. }
  2920. return Variant();
  2921. }
  2922. RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
  2923. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  2924. return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
  2925. }
  2926. RendererSceneRenderRD::FogShaderData::FogShaderData() {
  2927. valid = false;
  2928. }
  2929. RendererSceneRenderRD::FogShaderData::~FogShaderData() {
  2930. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  2931. ERR_FAIL_COND(!scene_singleton);
  2932. //pipeline variants will clear themselves if shader is gone
  2933. if (version.is_valid()) {
  2934. scene_singleton->volumetric_fog.shader.version_free(version);
  2935. }
  2936. }
  2937. ////////////////////////////////////////////////////////////////////////////////
  2938. // Fog material
  2939. bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  2940. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  2941. uniform_set_updated = true;
  2942. 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);
  2943. }
  2944. RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
  2945. free_parameters_uniform_set(uniform_set);
  2946. }
  2947. RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
  2948. FogShaderData *shader_data = memnew(FogShaderData);
  2949. return shader_data;
  2950. }
  2951. RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
  2952. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
  2953. };
  2954. RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
  2955. FogMaterialData *material_data = memnew(FogMaterialData);
  2956. material_data->shader_data = p_shader;
  2957. material_data->last_frame = false;
  2958. //update will happen later anyway so do nothing.
  2959. return material_data;
  2960. }
  2961. RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  2962. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
  2963. };
  2964. ////////////////////////////////////////////////////////////////////////////////
  2965. // Volumetric Fog
  2966. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  2967. ERR_FAIL_COND(!rb->volumetric_fog);
  2968. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  2969. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  2970. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  2971. if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  2972. RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
  2973. }
  2974. if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  2975. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
  2976. }
  2977. if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
  2978. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
  2979. }
  2980. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2981. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  2982. }
  2983. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  2984. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  2985. }
  2986. memdelete(rb->volumetric_fog);
  2987. rb->volumetric_fog = nullptr;
  2988. }
  2989. 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) {
  2990. Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
  2991. view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
  2992. Vector3 fog_position = Vector3(0, 0, 0);
  2993. view_position.y = -view_position.y;
  2994. fog_position.z = -view_position.z / fog_end;
  2995. 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;
  2996. 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;
  2997. fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
  2998. fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
  2999. fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
  3000. fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
  3001. fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
  3002. return Vector3i(fog_position);
  3003. }
  3004. 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) {
  3005. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  3006. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  3007. ERR_FAIL_COND(!rb);
  3008. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  3009. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  3010. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  3011. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  3012. if (rb->volumetric_fog) {
  3013. //validate
  3014. 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) {
  3015. _volumetric_fog_erase(rb);
  3016. }
  3017. }
  3018. if (!env || !env->volumetric_fog_enabled) {
  3019. //no reason to enable or update, bye
  3020. return;
  3021. }
  3022. RENDER_TIMESTAMP(">Volumetric Fog");
  3023. RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
  3024. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  3025. //required volumetric fog but not existing, create
  3026. rb->volumetric_fog = memnew(VolumetricFog);
  3027. rb->volumetric_fog->width = target_width;
  3028. rb->volumetric_fog->height = target_height;
  3029. rb->volumetric_fog->depth = volumetric_fog_depth;
  3030. RD::TextureFormat tf;
  3031. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3032. tf.width = target_width;
  3033. tf.height = target_height;
  3034. tf.depth = volumetric_fog_depth;
  3035. tf.texture_type = RD::TEXTURE_TYPE_3D;
  3036. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3037. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3038. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
  3039. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3040. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3041. RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
  3042. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3043. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  3044. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3045. RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
  3046. tf.format = RD::DATA_FORMAT_R32_UINT;
  3047. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3048. rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3049. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3050. RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3051. rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3052. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3053. RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3054. rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3055. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3056. RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3057. Vector<RD::Uniform> uniforms;
  3058. {
  3059. RD::Uniform u;
  3060. u.binding = 0;
  3061. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3062. u.ids.push_back(rb->volumetric_fog->fog_map);
  3063. uniforms.push_back(u);
  3064. }
  3065. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  3066. }
  3067. if (p_fog_volumes.size() > 0) {
  3068. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
  3069. RENDER_TIMESTAMP("Render Fog Volumes");
  3070. VolumetricFogShader::VolumeUBO params;
  3071. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3072. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3073. float z_near = p_cam_projection.get_z_near();
  3074. float z_far = p_cam_projection.get_z_far();
  3075. float fog_end = env->volumetric_fog_length;
  3076. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3077. Vector2 fog_near_size;
  3078. if (p_cam_projection.is_orthogonal()) {
  3079. fog_near_size = fog_far_size;
  3080. } else {
  3081. fog_near_size = Vector2();
  3082. }
  3083. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3084. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3085. params.fog_frustum_size_end[0] = fog_far_size.x;
  3086. params.fog_frustum_size_end[1] = fog_far_size.y;
  3087. params.fog_frustum_end = fog_end;
  3088. params.z_near = z_near;
  3089. params.z_far = z_far;
  3090. params.time = time;
  3091. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3092. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3093. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3094. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3095. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3096. params.detail_spread = env->volumetric_fog_detail_spread;
  3097. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3098. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3099. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3100. storage->store_transform(p_cam_transform, params.transform);
  3101. RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3102. if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3103. Vector<RD::Uniform> uniforms;
  3104. {
  3105. RD::Uniform u;
  3106. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3107. u.binding = 1;
  3108. u.ids.push_back(rb->volumetric_fog->emissive_map);
  3109. uniforms.push_back(u);
  3110. }
  3111. {
  3112. RD::Uniform u;
  3113. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3114. u.binding = 2;
  3115. u.ids.push_back(volumetric_fog.volume_ubo);
  3116. uniforms.push_back(u);
  3117. }
  3118. {
  3119. RD::Uniform u;
  3120. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3121. u.binding = 3;
  3122. u.ids.push_back(rb->volumetric_fog->density_map);
  3123. uniforms.push_back(u);
  3124. }
  3125. {
  3126. RD::Uniform u;
  3127. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3128. u.binding = 4;
  3129. u.ids.push_back(rb->volumetric_fog->light_map);
  3130. uniforms.push_back(u);
  3131. }
  3132. rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3133. }
  3134. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3135. bool any_uses_time = false;
  3136. for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
  3137. FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
  3138. ERR_FAIL_COND(!fog_volume_instance);
  3139. RID fog_volume = fog_volume_instance->volume;
  3140. RID fog_material = storage->fog_volume_get_material(fog_volume);
  3141. FogMaterialData *material = nullptr;
  3142. if (fog_material.is_valid()) {
  3143. material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
  3144. if (!material || !material->shader_data->valid) {
  3145. material = nullptr;
  3146. }
  3147. }
  3148. if (!material) {
  3149. fog_material = volumetric_fog.default_material;
  3150. material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
  3151. }
  3152. ERR_FAIL_COND(!material);
  3153. FogShaderData *shader_data = material->shader_data;
  3154. ERR_FAIL_COND(!shader_data);
  3155. any_uses_time |= shader_data->uses_time;
  3156. Vector3i min = Vector3i();
  3157. Vector3i max = Vector3i();
  3158. Vector3i kernel_size = Vector3i();
  3159. Vector3 position = fog_volume_instance->transform.get_origin();
  3160. RS::FogVolumeShape volume_type = storage->fog_volume_get_shape(fog_volume);
  3161. Vector3 extents = storage->fog_volume_get_extents(fog_volume);
  3162. if (volume_type == RS::FOG_VOLUME_SHAPE_BOX || volume_type == RS::FOG_VOLUME_SHAPE_ELLIPSOID) {
  3163. Vector3i points[8];
  3164. 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);
  3165. 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);
  3166. 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);
  3167. 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);
  3168. 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);
  3169. 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);
  3170. 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);
  3171. 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);
  3172. min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
  3173. max = Vector3i(1, 1, 1);
  3174. for (int j = 0; j < 8; j++) {
  3175. min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
  3176. max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
  3177. }
  3178. kernel_size = max - min;
  3179. } else {
  3180. // Volume type global runs on all cells
  3181. extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3182. min = Vector3i(0, 0, 0);
  3183. kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
  3184. }
  3185. if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
  3186. continue;
  3187. }
  3188. volumetric_fog.push_constant.position[0] = position.x;
  3189. volumetric_fog.push_constant.position[1] = position.y;
  3190. volumetric_fog.push_constant.position[2] = position.z;
  3191. volumetric_fog.push_constant.extents[0] = extents.x;
  3192. volumetric_fog.push_constant.extents[1] = extents.y;
  3193. volumetric_fog.push_constant.extents[2] = extents.z;
  3194. volumetric_fog.push_constant.corner[0] = min.x;
  3195. volumetric_fog.push_constant.corner[1] = min.y;
  3196. volumetric_fog.push_constant.corner[2] = min.z;
  3197. volumetric_fog.push_constant.shape = uint32_t(storage->fog_volume_get_shape(fog_volume));
  3198. storage->store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
  3199. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
  3200. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3201. RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
  3202. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
  3203. if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
  3204. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3205. }
  3206. RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
  3207. }
  3208. if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
  3209. RenderingServerDefault::redraw_request();
  3210. }
  3211. RD::get_singleton()->draw_command_end_label();
  3212. RD::get_singleton()->compute_list_end();
  3213. }
  3214. if (rb->volumetric_fog->process_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3215. //re create uniform set if needed
  3216. Vector<RD::Uniform> uniforms;
  3217. Vector<RD::Uniform> copy_uniforms;
  3218. {
  3219. RD::Uniform u;
  3220. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3221. u.binding = 1;
  3222. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3223. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  3224. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  3225. } else {
  3226. u.ids.push_back(shadow_atlas->depth);
  3227. }
  3228. uniforms.push_back(u);
  3229. copy_uniforms.push_back(u);
  3230. }
  3231. {
  3232. RD::Uniform u;
  3233. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3234. u.binding = 2;
  3235. if (directional_shadow.depth.is_valid()) {
  3236. u.ids.push_back(directional_shadow.depth);
  3237. } else {
  3238. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  3239. }
  3240. uniforms.push_back(u);
  3241. copy_uniforms.push_back(u);
  3242. }
  3243. {
  3244. RD::Uniform u;
  3245. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3246. u.binding = 3;
  3247. u.ids.push_back(get_omni_light_buffer());
  3248. uniforms.push_back(u);
  3249. copy_uniforms.push_back(u);
  3250. }
  3251. {
  3252. RD::Uniform u;
  3253. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3254. u.binding = 4;
  3255. u.ids.push_back(get_spot_light_buffer());
  3256. uniforms.push_back(u);
  3257. copy_uniforms.push_back(u);
  3258. }
  3259. {
  3260. RD::Uniform u;
  3261. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3262. u.binding = 5;
  3263. u.ids.push_back(get_directional_light_buffer());
  3264. uniforms.push_back(u);
  3265. copy_uniforms.push_back(u);
  3266. }
  3267. {
  3268. RD::Uniform u;
  3269. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3270. u.binding = 6;
  3271. u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
  3272. uniforms.push_back(u);
  3273. copy_uniforms.push_back(u);
  3274. }
  3275. {
  3276. RD::Uniform u;
  3277. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3278. u.binding = 7;
  3279. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3280. uniforms.push_back(u);
  3281. copy_uniforms.push_back(u);
  3282. }
  3283. {
  3284. RD::Uniform u;
  3285. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3286. u.binding = 8;
  3287. u.ids.push_back(rb->volumetric_fog->light_density_map);
  3288. uniforms.push_back(u);
  3289. copy_uniforms.push_back(u);
  3290. }
  3291. {
  3292. RD::Uniform u;
  3293. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3294. u.binding = 9;
  3295. u.ids.push_back(rb->volumetric_fog->fog_map);
  3296. uniforms.push_back(u);
  3297. }
  3298. {
  3299. RD::Uniform u;
  3300. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3301. u.binding = 9;
  3302. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  3303. copy_uniforms.push_back(u);
  3304. }
  3305. {
  3306. RD::Uniform u;
  3307. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3308. u.binding = 10;
  3309. u.ids.push_back(shadow_sampler);
  3310. uniforms.push_back(u);
  3311. copy_uniforms.push_back(u);
  3312. }
  3313. {
  3314. RD::Uniform u;
  3315. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3316. u.binding = 11;
  3317. u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  3318. uniforms.push_back(u);
  3319. copy_uniforms.push_back(u);
  3320. }
  3321. {
  3322. RD::Uniform u;
  3323. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3324. u.binding = 12;
  3325. for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
  3326. u.ids.push_back(rb->gi.voxel_gi_textures[i]);
  3327. }
  3328. uniforms.push_back(u);
  3329. copy_uniforms.push_back(u);
  3330. }
  3331. {
  3332. RD::Uniform u;
  3333. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3334. u.binding = 13;
  3335. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3336. uniforms.push_back(u);
  3337. copy_uniforms.push_back(u);
  3338. }
  3339. {
  3340. RD::Uniform u;
  3341. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3342. u.binding = 14;
  3343. u.ids.push_back(volumetric_fog.params_ubo);
  3344. uniforms.push_back(u);
  3345. copy_uniforms.push_back(u);
  3346. }
  3347. {
  3348. RD::Uniform u;
  3349. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3350. u.binding = 15;
  3351. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  3352. uniforms.push_back(u);
  3353. }
  3354. {
  3355. RD::Uniform u;
  3356. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3357. u.binding = 16;
  3358. u.ids.push_back(rb->volumetric_fog->density_map);
  3359. uniforms.push_back(u);
  3360. }
  3361. {
  3362. RD::Uniform u;
  3363. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3364. u.binding = 17;
  3365. u.ids.push_back(rb->volumetric_fog->light_map);
  3366. uniforms.push_back(u);
  3367. }
  3368. {
  3369. RD::Uniform u;
  3370. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3371. u.binding = 18;
  3372. u.ids.push_back(rb->volumetric_fog->emissive_map);
  3373. uniforms.push_back(u);
  3374. }
  3375. {
  3376. RD::Uniform u;
  3377. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3378. u.binding = 19;
  3379. 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);
  3380. RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
  3381. u.ids.push_back(sky_texture.is_valid() ? sky_texture : radiance_texture);
  3382. uniforms.push_back(u);
  3383. }
  3384. 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);
  3385. 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);
  3386. SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
  3387. 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);
  3388. }
  3389. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  3390. if (using_sdfgi) {
  3391. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3392. Vector<RD::Uniform> uniforms;
  3393. {
  3394. RD::Uniform u;
  3395. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3396. u.binding = 0;
  3397. u.ids.push_back(gi.sdfgi_ubo);
  3398. uniforms.push_back(u);
  3399. }
  3400. {
  3401. RD::Uniform u;
  3402. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3403. u.binding = 1;
  3404. u.ids.push_back(rb->sdfgi->ambient_texture);
  3405. uniforms.push_back(u);
  3406. }
  3407. {
  3408. RD::Uniform u;
  3409. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3410. u.binding = 2;
  3411. u.ids.push_back(rb->sdfgi->occlusion_texture);
  3412. uniforms.push_back(u);
  3413. }
  3414. 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);
  3415. }
  3416. }
  3417. rb->volumetric_fog->length = env->volumetric_fog_length;
  3418. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  3419. VolumetricFogShader::ParamsUBO params;
  3420. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3421. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3422. float z_near = p_cam_projection.get_z_near();
  3423. float z_far = p_cam_projection.get_z_far();
  3424. float fog_end = env->volumetric_fog_length;
  3425. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3426. Vector2 fog_near_size;
  3427. if (p_cam_projection.is_orthogonal()) {
  3428. fog_near_size = fog_far_size;
  3429. } else {
  3430. fog_near_size = Vector2();
  3431. }
  3432. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3433. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3434. params.fog_frustum_size_end[0] = fog_far_size.x;
  3435. params.fog_frustum_size_end[1] = fog_far_size.y;
  3436. params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
  3437. params.z_far = z_far;
  3438. params.fog_frustum_end = fog_end;
  3439. Color ambient_color = env->ambient_light.to_linear();
  3440. params.ambient_color[0] = ambient_color.r;
  3441. params.ambient_color[1] = ambient_color.g;
  3442. params.ambient_color[2] = ambient_color.b;
  3443. params.sky_contribution = env->ambient_sky_contribution;
  3444. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3445. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3446. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3447. params.directional_light_count = p_directional_light_count;
  3448. Color emission = env->volumetric_fog_emission.to_linear();
  3449. params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
  3450. params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
  3451. params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
  3452. params.base_density = env->volumetric_fog_density;
  3453. Color base_scattering = env->volumetric_fog_scattering.to_linear();
  3454. params.base_scattering[0] = base_scattering.r;
  3455. params.base_scattering[1] = base_scattering.g;
  3456. params.base_scattering[2] = base_scattering.b;
  3457. params.phase_g = env->volumetric_fog_anisotropy;
  3458. params.detail_spread = env->volumetric_fog_detail_spread;
  3459. params.gi_inject = env->volumetric_fog_gi_inject;
  3460. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  3461. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  3462. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  3463. params.cam_rotation[3] = 0;
  3464. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  3465. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  3466. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  3467. params.cam_rotation[7] = 0;
  3468. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  3469. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  3470. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  3471. params.cam_rotation[11] = 0;
  3472. params.filter_axis = 0;
  3473. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  3474. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3475. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3476. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3477. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3478. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3479. {
  3480. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  3481. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  3482. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  3483. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  3484. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
  3485. params.cluster_width = cluster_screen_width;
  3486. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  3487. params.screen_size[0] = rb->width;
  3488. params.screen_size[1] = rb->height;
  3489. }
  3490. Basis sky_transform = env->sky_orientation;
  3491. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  3492. RendererStorageRD::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
  3493. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  3494. RENDER_TIMESTAMP("Render Fog");
  3495. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3496. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3497. 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]);
  3498. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3499. if (using_sdfgi) {
  3500. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3501. }
  3502. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3503. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3504. // Copy fog to history buffer
  3505. if (env->volumetric_fog_temporal_reprojection) {
  3506. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
  3507. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
  3508. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3509. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3510. }
  3511. RD::get_singleton()->draw_command_end_label();
  3512. if (volumetric_fog_filter_active) {
  3513. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  3514. RENDER_TIMESTAMP("Filter Fog");
  3515. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3516. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3517. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3518. RD::get_singleton()->compute_list_end();
  3519. //need restart for buffer update
  3520. params.filter_axis = 1;
  3521. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  3522. compute_list = RD::get_singleton()->compute_list_begin();
  3523. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3524. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
  3525. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3526. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3527. RD::get_singleton()->draw_command_end_label();
  3528. }
  3529. RENDER_TIMESTAMP("Integrate Fog");
  3530. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  3531. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
  3532. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3533. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  3534. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  3535. RENDER_TIMESTAMP("<Volumetric Fog");
  3536. RD::get_singleton()->draw_command_end_label();
  3537. RD::get_singleton()->draw_command_end_label();
  3538. rb->volumetric_fog->prev_cam_transform = p_cam_transform;
  3539. }
  3540. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3541. if (p_render_data->render_buffers.is_valid()) {
  3542. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3543. if (rb->sdfgi != nullptr) {
  3544. return true;
  3545. }
  3546. }
  3547. return false;
  3548. }
  3549. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3550. if (p_render_data->render_buffers.is_valid()) {
  3551. if (p_use_gi) {
  3552. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3553. ERR_FAIL_COND(rb == nullptr);
  3554. if (rb->sdfgi == nullptr) {
  3555. return;
  3556. }
  3557. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  3558. rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky));
  3559. }
  3560. }
  3561. }
  3562. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3563. if (p_render_data->render_buffers.is_valid()) {
  3564. if (p_use_gi) {
  3565. RD::get_singleton()->compute_list_end();
  3566. }
  3567. }
  3568. }
  3569. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
  3570. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  3571. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  3572. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3573. ERR_FAIL_COND(rb == nullptr);
  3574. if (rb->sdfgi != nullptr) {
  3575. rb->sdfgi->store_probes();
  3576. }
  3577. }
  3578. render_state.cube_shadows.clear();
  3579. render_state.shadows.clear();
  3580. render_state.directional_shadows.clear();
  3581. Plane camera_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  3582. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  3583. {
  3584. for (int i = 0; i < render_state.render_shadow_count; i++) {
  3585. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  3586. if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  3587. render_state.directional_shadows.push_back(i);
  3588. } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3589. render_state.cube_shadows.push_back(i);
  3590. } else {
  3591. render_state.shadows.push_back(i);
  3592. }
  3593. }
  3594. //cube shadows are rendered in their own way
  3595. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  3596. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
  3597. }
  3598. if (render_state.directional_shadows.size()) {
  3599. //open the pass for directional shadows
  3600. _update_directional_shadow_atlas();
  3601. 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);
  3602. RD::get_singleton()->draw_list_end();
  3603. }
  3604. }
  3605. // Render GI
  3606. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  3607. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  3608. if (render_shadows && render_gi) {
  3609. RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
  3610. } else if (render_shadows) {
  3611. RENDER_TIMESTAMP("Render Shadows");
  3612. } else if (render_gi) {
  3613. RENDER_TIMESTAMP("Render GI");
  3614. }
  3615. //prepare shadow rendering
  3616. if (render_shadows) {
  3617. _render_shadow_begin();
  3618. //render directional shadows
  3619. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  3620. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  3621. }
  3622. //render positional shadows
  3623. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  3624. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  3625. }
  3626. _render_shadow_process();
  3627. }
  3628. //start GI
  3629. if (render_gi) {
  3630. 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);
  3631. }
  3632. //Do shadow rendering (in parallel with GI)
  3633. if (render_shadows) {
  3634. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  3635. }
  3636. if (render_gi) {
  3637. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  3638. }
  3639. if (p_render_data->render_buffers.is_valid()) {
  3640. if (p_use_ssao) {
  3641. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
  3642. }
  3643. }
  3644. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  3645. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  3646. if (current_cluster_builder) {
  3647. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  3648. }
  3649. bool using_shadows = true;
  3650. if (p_render_data->reflection_probe.is_valid()) {
  3651. if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  3652. using_shadows = false;
  3653. }
  3654. } else {
  3655. //do not render reflections when rendering a reflection probe
  3656. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  3657. }
  3658. uint32_t directional_light_count = 0;
  3659. uint32_t positional_light_count = 0;
  3660. _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);
  3661. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  3662. p_render_data->directional_light_count = directional_light_count;
  3663. if (current_cluster_builder) {
  3664. current_cluster_builder->bake_cluster();
  3665. }
  3666. if (p_render_data->render_buffers.is_valid()) {
  3667. bool directional_shadows = false;
  3668. for (uint32_t i = 0; i < directional_light_count; i++) {
  3669. if (cluster.directional_lights[i].shadow_enabled) {
  3670. directional_shadows = true;
  3671. break;
  3672. }
  3673. }
  3674. if (is_volumetric_supported()) {
  3675. _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);
  3676. }
  3677. }
  3678. }
  3679. 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_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) {
  3680. // getting this here now so we can direct call a bunch of things more easily
  3681. RenderBuffers *rb = nullptr;
  3682. if (p_render_buffers.is_valid()) {
  3683. rb = render_buffers_owner.get_or_null(p_render_buffers);
  3684. ERR_FAIL_COND(!rb);
  3685. }
  3686. //assign render data
  3687. RenderDataRD render_data;
  3688. {
  3689. render_data.render_buffers = p_render_buffers;
  3690. // Our first camera is used by default
  3691. render_data.cam_transform = p_camera_data->main_transform;
  3692. render_data.cam_projection = p_camera_data->main_projection;
  3693. render_data.view_projection[0] = p_camera_data->main_projection;
  3694. render_data.cam_ortogonal = p_camera_data->is_ortogonal;
  3695. render_data.view_count = p_camera_data->view_count;
  3696. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3697. render_data.view_projection[v] = p_camera_data->view_projection[v];
  3698. }
  3699. render_data.z_near = p_camera_data->main_projection.get_z_near();
  3700. render_data.z_far = p_camera_data->main_projection.get_z_far();
  3701. render_data.instances = &p_instances;
  3702. render_data.lights = &p_lights;
  3703. render_data.reflection_probes = &p_reflection_probes;
  3704. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  3705. render_data.decals = &p_decals;
  3706. render_data.lightmaps = &p_lightmaps;
  3707. render_data.fog_volumes = &p_fog_volumes;
  3708. render_data.environment = p_environment;
  3709. render_data.camera_effects = p_camera_effects;
  3710. render_data.shadow_atlas = p_shadow_atlas;
  3711. render_data.reflection_atlas = p_reflection_atlas;
  3712. render_data.reflection_probe = p_reflection_probe;
  3713. render_data.reflection_probe_pass = p_reflection_probe_pass;
  3714. // this should be the same for all cameras..
  3715. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  3716. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  3717. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  3718. render_data.screen_lod_threshold = 0.0;
  3719. } else {
  3720. render_data.screen_lod_threshold = p_screen_lod_threshold;
  3721. }
  3722. render_state.render_shadows = p_render_shadows;
  3723. render_state.render_shadow_count = p_render_shadow_count;
  3724. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3725. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3726. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3727. render_data.render_info = r_render_info;
  3728. }
  3729. PagedArray<RID> empty;
  3730. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3731. render_data.lights = &empty;
  3732. render_data.reflection_probes = &empty;
  3733. render_data.voxel_gi_instances = &empty;
  3734. }
  3735. //sdfgi first
  3736. if (rb != nullptr && rb->sdfgi != nullptr) {
  3737. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3738. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  3739. }
  3740. if (render_state.sdfgi_update_data->update_static) {
  3741. 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);
  3742. }
  3743. }
  3744. Color clear_color;
  3745. if (p_render_buffers.is_valid()) {
  3746. clear_color = storage->render_target_get_clear_request_color(rb->render_target);
  3747. } else {
  3748. clear_color = storage->get_default_clear_color();
  3749. }
  3750. //assign render indices to voxel_gi_instances
  3751. if (is_dynamic_gi_supported()) {
  3752. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3753. RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  3754. if (voxel_gi_inst) {
  3755. voxel_gi_inst->render_index = i;
  3756. }
  3757. }
  3758. }
  3759. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3760. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3761. current_cluster_builder = rb->cluster_builder;
  3762. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3763. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  3764. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  3765. if (!ra) {
  3766. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3767. current_cluster_builder = nullptr;
  3768. } else {
  3769. current_cluster_builder = ra->cluster_builder;
  3770. }
  3771. } else {
  3772. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  3773. current_cluster_builder = nullptr;
  3774. }
  3775. render_state.voxel_gi_count = 0;
  3776. if (rb != nullptr && is_dynamic_gi_supported()) {
  3777. if (rb->sdfgi) {
  3778. rb->sdfgi->update_cascades();
  3779. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  3780. rb->sdfgi->update_light();
  3781. }
  3782. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  3783. }
  3784. render_state.depth_prepass_used = false;
  3785. //calls _pre_opaque_render between depth pre-pass and opaque pass
  3786. if (current_cluster_builder != nullptr) {
  3787. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  3788. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  3789. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  3790. }
  3791. _render_scene(&render_data, clear_color);
  3792. if (p_render_buffers.is_valid()) {
  3793. /*
  3794. _debug_draw_cluster(p_render_buffers);
  3795. RENDER_TIMESTAMP("Tonemap");
  3796. _render_buffers_post_process_and_tonemap(&render_data);
  3797. */
  3798. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  3799. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  3800. rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
  3801. }
  3802. }
  3803. }
  3804. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  3805. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  3806. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  3807. 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) {
  3808. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  3809. switch (dd) {
  3810. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  3811. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  3812. break;
  3813. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  3814. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  3815. break;
  3816. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  3817. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  3818. break;
  3819. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  3820. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  3821. break;
  3822. default: {
  3823. }
  3824. }
  3825. current_cluster_builder->debug(elem_type);
  3826. }
  3827. }
  3828. }
  3829. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  3830. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  3831. ERR_FAIL_COND(!light_instance);
  3832. Rect2i atlas_rect;
  3833. uint32_t atlas_size;
  3834. RID atlas_fb;
  3835. bool using_dual_paraboloid = false;
  3836. bool using_dual_paraboloid_flip = false;
  3837. Vector2i dual_paraboloid_offset;
  3838. RID render_fb;
  3839. RID render_texture;
  3840. float zfar;
  3841. bool use_pancake = false;
  3842. bool render_cubemap = false;
  3843. bool finalize_cubemap = false;
  3844. bool flip_y = false;
  3845. CameraMatrix light_projection;
  3846. Transform3D light_transform;
  3847. if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  3848. //set pssm stuff
  3849. if (light_instance->last_scene_shadow_pass != scene_pass) {
  3850. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  3851. directional_shadow.current_light++;
  3852. light_instance->last_scene_shadow_pass = scene_pass;
  3853. }
  3854. use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  3855. light_projection = light_instance->shadow_transform[p_pass].camera;
  3856. light_transform = light_instance->shadow_transform[p_pass].transform;
  3857. atlas_rect = light_instance->directional_rect;
  3858. if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3859. atlas_rect.size.width /= 2;
  3860. atlas_rect.size.height /= 2;
  3861. if (p_pass == 1) {
  3862. atlas_rect.position.x += atlas_rect.size.width;
  3863. } else if (p_pass == 2) {
  3864. atlas_rect.position.y += atlas_rect.size.height;
  3865. } else if (p_pass == 3) {
  3866. atlas_rect.position += atlas_rect.size;
  3867. }
  3868. } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3869. atlas_rect.size.height /= 2;
  3870. if (p_pass == 0) {
  3871. } else {
  3872. atlas_rect.position.y += atlas_rect.size.height;
  3873. }
  3874. }
  3875. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  3876. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  3877. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  3878. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3879. render_fb = directional_shadow.fb;
  3880. render_texture = RID();
  3881. flip_y = true;
  3882. } else {
  3883. //set from shadow atlas
  3884. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3885. ERR_FAIL_COND(!shadow_atlas);
  3886. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  3887. _update_shadow_atlas(shadow_atlas);
  3888. uint32_t key = shadow_atlas->shadow_owners[p_light];
  3889. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3890. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3891. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  3892. uint32_t quadrant_size = shadow_atlas->size >> 1;
  3893. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  3894. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  3895. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  3896. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3897. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3898. atlas_rect.size.width = shadow_size;
  3899. atlas_rect.size.height = shadow_size;
  3900. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3901. if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  3902. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  3903. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  3904. if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3905. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  3906. render_fb = cubemap->side_fb[p_pass];
  3907. render_texture = cubemap->cubemap;
  3908. light_projection = light_instance->shadow_transform[p_pass].camera;
  3909. light_transform = light_instance->shadow_transform[p_pass].transform;
  3910. render_cubemap = true;
  3911. finalize_cubemap = p_pass == 5;
  3912. atlas_fb = shadow_atlas->fb;
  3913. atlas_size = shadow_atlas->size;
  3914. if (p_pass == 0) {
  3915. _render_shadow_begin();
  3916. }
  3917. } else {
  3918. atlas_rect.position.x += 1;
  3919. atlas_rect.position.y += 1;
  3920. atlas_rect.size.x -= 2;
  3921. atlas_rect.size.y -= 2;
  3922. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  3923. light_projection = light_instance->shadow_transform[0].camera;
  3924. light_transform = light_instance->shadow_transform[0].transform;
  3925. using_dual_paraboloid = true;
  3926. using_dual_paraboloid_flip = p_pass == 1;
  3927. render_fb = shadow_atlas->fb;
  3928. flip_y = true;
  3929. }
  3930. } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  3931. light_projection = light_instance->shadow_transform[0].camera;
  3932. light_transform = light_instance->shadow_transform[0].transform;
  3933. render_fb = shadow_atlas->fb;
  3934. flip_y = true;
  3935. }
  3936. }
  3937. if (render_cubemap) {
  3938. //rendering to cubemap
  3939. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  3940. if (finalize_cubemap) {
  3941. _render_shadow_process();
  3942. _render_shadow_end();
  3943. //reblit
  3944. Rect2 atlas_rect_norm = atlas_rect;
  3945. atlas_rect_norm.position /= float(atlas_size);
  3946. atlas_rect_norm.size /= float(atlas_size);
  3947. 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);
  3948. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  3949. 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);
  3950. //restore transform so it can be properly used
  3951. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  3952. }
  3953. } else {
  3954. //render shadow
  3955. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  3956. }
  3957. }
  3958. 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) {
  3959. _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
  3960. }
  3961. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  3962. ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
  3963. Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  3964. CameraMatrix cm;
  3965. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  3966. Vector3 cam_pos = p_transform.origin;
  3967. cam_pos.y += extents.y;
  3968. Transform3D cam_xform;
  3969. 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());
  3970. RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
  3971. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  3972. }
  3973. bool RendererSceneRenderRD::free(RID p_rid) {
  3974. if (render_buffers_owner.owns(p_rid)) {
  3975. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  3976. _free_render_buffer_data(rb);
  3977. memdelete(rb->data);
  3978. if (rb->sdfgi) {
  3979. rb->sdfgi->erase();
  3980. memdelete(rb->sdfgi);
  3981. rb->sdfgi = nullptr;
  3982. }
  3983. if (rb->volumetric_fog) {
  3984. _volumetric_fog_erase(rb);
  3985. }
  3986. if (rb->cluster_builder) {
  3987. memdelete(rb->cluster_builder);
  3988. }
  3989. render_buffers_owner.free(p_rid);
  3990. } else if (environment_owner.owns(p_rid)) {
  3991. //not much to delete, just free it
  3992. environment_owner.free(p_rid);
  3993. } else if (camera_effects_owner.owns(p_rid)) {
  3994. //not much to delete, just free it
  3995. camera_effects_owner.free(p_rid);
  3996. } else if (reflection_atlas_owner.owns(p_rid)) {
  3997. reflection_atlas_set_size(p_rid, 0, 0);
  3998. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  3999. if (ra->cluster_builder) {
  4000. memdelete(ra->cluster_builder);
  4001. }
  4002. reflection_atlas_owner.free(p_rid);
  4003. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  4004. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  4005. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  4006. reflection_probe_release_atlas_index(p_rid);
  4007. reflection_probe_instance_owner.free(p_rid);
  4008. } else if (decal_instance_owner.owns(p_rid)) {
  4009. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  4010. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  4011. decal_instance_owner.free(p_rid);
  4012. } else if (lightmap_instance_owner.owns(p_rid)) {
  4013. lightmap_instance_owner.free(p_rid);
  4014. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  4015. RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
  4016. if (voxel_gi->texture.is_valid()) {
  4017. RD::get_singleton()->free(voxel_gi->texture);
  4018. RD::get_singleton()->free(voxel_gi->write_buffer);
  4019. }
  4020. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  4021. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  4022. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  4023. }
  4024. gi.voxel_gi_instance_owner.free(p_rid);
  4025. } else if (sky.sky_owner.owns(p_rid)) {
  4026. sky.update_dirty_skys();
  4027. sky.free_sky(p_rid);
  4028. } else if (light_instance_owner.owns(p_rid)) {
  4029. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  4030. //remove from shadow atlases..
  4031. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
  4032. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E->get());
  4033. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  4034. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  4035. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4036. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4037. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  4038. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  4039. // Omni lights use two atlas spots, make sure to clear the other as well
  4040. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  4041. }
  4042. shadow_atlas->shadow_owners.erase(p_rid);
  4043. }
  4044. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  4045. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  4046. }
  4047. light_instance_owner.free(p_rid);
  4048. } else if (shadow_atlas_owner.owns(p_rid)) {
  4049. shadow_atlas_set_size(p_rid, 0);
  4050. shadow_atlas_owner.free(p_rid);
  4051. } else if (fog_volume_instance_owner.owns(p_rid)) {
  4052. fog_volume_instance_owner.free(p_rid);
  4053. } else {
  4054. return false;
  4055. }
  4056. return true;
  4057. }
  4058. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  4059. debug_draw = p_debug_draw;
  4060. }
  4061. void RendererSceneRenderRD::update() {
  4062. sky.update_dirty_skys();
  4063. }
  4064. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  4065. time = p_time;
  4066. time_step = p_step;
  4067. }
  4068. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  4069. screen_space_roughness_limiter = p_enable;
  4070. screen_space_roughness_limiter_amount = p_amount;
  4071. screen_space_roughness_limiter_limit = p_limit;
  4072. }
  4073. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  4074. return screen_space_roughness_limiter;
  4075. }
  4076. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  4077. return screen_space_roughness_limiter_amount;
  4078. }
  4079. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  4080. return screen_space_roughness_limiter_limit;
  4081. }
  4082. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  4083. RD::TextureFormat tf;
  4084. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  4085. tf.width = p_image_size.width; // Always 64x64
  4086. tf.height = p_image_size.height;
  4087. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4088. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4089. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4090. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4091. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  4092. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4093. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4094. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4095. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4096. 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;
  4097. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4098. Vector<RID> fb_tex;
  4099. fb_tex.push_back(albedo_alpha_tex);
  4100. fb_tex.push_back(normal_tex);
  4101. fb_tex.push_back(orm_tex);
  4102. fb_tex.push_back(emission_tex);
  4103. fb_tex.push_back(depth_write_tex);
  4104. fb_tex.push_back(depth_tex);
  4105. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  4106. //RID sampled_light;
  4107. GeometryInstance *gi = geometry_instance_create(p_base);
  4108. uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
  4109. Vector<RID> materials;
  4110. materials.resize(sc);
  4111. for (uint32_t i = 0; i < sc; i++) {
  4112. if (i < (uint32_t)p_material_overrides.size()) {
  4113. materials.write[i] = p_material_overrides[i];
  4114. }
  4115. }
  4116. geometry_instance_set_surface_materials(gi, materials);
  4117. if (cull_argument.size() == 0) {
  4118. cull_argument.push_back(nullptr);
  4119. }
  4120. cull_argument[0] = gi;
  4121. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  4122. geometry_instance_free(gi);
  4123. TypedArray<Image> ret;
  4124. {
  4125. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  4126. Ref<Image> img;
  4127. img.instantiate();
  4128. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4129. RD::get_singleton()->free(albedo_alpha_tex);
  4130. ret.push_back(img);
  4131. }
  4132. {
  4133. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  4134. Ref<Image> img;
  4135. img.instantiate();
  4136. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4137. RD::get_singleton()->free(normal_tex);
  4138. ret.push_back(img);
  4139. }
  4140. {
  4141. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  4142. Ref<Image> img;
  4143. img.instantiate();
  4144. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4145. RD::get_singleton()->free(orm_tex);
  4146. ret.push_back(img);
  4147. }
  4148. {
  4149. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  4150. Ref<Image> img;
  4151. img.instantiate();
  4152. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  4153. RD::get_singleton()->free(emission_tex);
  4154. ret.push_back(img);
  4155. }
  4156. RD::get_singleton()->free(depth_write_tex);
  4157. RD::get_singleton()->free(depth_tex);
  4158. return ret;
  4159. }
  4160. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  4161. gi.sdfgi_debug_probe_pos = p_position;
  4162. gi.sdfgi_debug_probe_dir = p_dir;
  4163. }
  4164. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  4165. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  4166. return cluster.reflection_buffer;
  4167. }
  4168. RID RendererSceneRenderRD::get_omni_light_buffer() {
  4169. return cluster.omni_light_buffer;
  4170. }
  4171. RID RendererSceneRenderRD::get_spot_light_buffer() {
  4172. return cluster.spot_light_buffer;
  4173. }
  4174. RID RendererSceneRenderRD::get_directional_light_buffer() {
  4175. return cluster.directional_light_buffer;
  4176. }
  4177. RID RendererSceneRenderRD::get_decal_buffer() {
  4178. return cluster.decal_buffer;
  4179. }
  4180. int RendererSceneRenderRD::get_max_directional_lights() const {
  4181. return cluster.max_directional_lights;
  4182. }
  4183. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  4184. // usable by default (unless low end = true)
  4185. return true;
  4186. }
  4187. bool RendererSceneRenderRD::is_clustered_enabled() const {
  4188. // used by default.
  4189. return true;
  4190. }
  4191. bool RendererSceneRenderRD::is_volumetric_supported() const {
  4192. // usable by default (unless low end = true)
  4193. return true;
  4194. }
  4195. uint32_t RendererSceneRenderRD::get_max_elements() const {
  4196. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  4197. }
  4198. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  4199. storage = p_storage;
  4200. singleton = this;
  4201. }
  4202. void RendererSceneRenderRD::init() {
  4203. max_cluster_elements = get_max_elements();
  4204. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  4205. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  4206. /* SKY SHADER */
  4207. sky.init(storage);
  4208. /* GI */
  4209. if (is_dynamic_gi_supported()) {
  4210. gi.init(storage, &sky);
  4211. }
  4212. { //decals
  4213. cluster.max_decals = max_cluster_elements;
  4214. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  4215. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  4216. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  4217. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  4218. }
  4219. { //reflections
  4220. cluster.max_reflections = max_cluster_elements;
  4221. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  4222. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  4223. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  4224. }
  4225. { //lights
  4226. cluster.max_lights = max_cluster_elements;
  4227. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  4228. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4229. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4230. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4231. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4232. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4233. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4234. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  4235. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  4236. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  4237. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  4238. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  4239. }
  4240. if (is_volumetric_supported()) {
  4241. {
  4242. // Initialize local fog shader
  4243. Vector<String> volumetric_fog_modes;
  4244. volumetric_fog_modes.push_back("");
  4245. volumetric_fog.shader.initialize(volumetric_fog_modes);
  4246. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
  4247. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
  4248. volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
  4249. }
  4250. {
  4251. ShaderCompilerRD::DefaultIdentifierActions actions;
  4252. actions.renames["TIME"] = "scene_params.time";
  4253. actions.renames["PI"] = _MKSTR(Math_PI);
  4254. actions.renames["TAU"] = _MKSTR(Math_TAU);
  4255. actions.renames["E"] = _MKSTR(Math_E);
  4256. actions.renames["WORLD_POSITION"] = "world.xyz";
  4257. actions.renames["OBJECT_POSITION"] = "params.position";
  4258. actions.renames["UVW"] = "uvw";
  4259. actions.renames["EXTENTS"] = "params.extents";
  4260. actions.renames["ALBEDO"] = "albedo";
  4261. actions.renames["DENSITY"] = "density";
  4262. actions.renames["EMISSION"] = "emission";
  4263. actions.renames["SDF"] = "sdf";
  4264. actions.usage_defines["SDF"] = "#define SDF_USED\n";
  4265. actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
  4266. actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
  4267. actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
  4268. actions.sampler_array_name = "material_samplers";
  4269. actions.base_texture_binding_index = 1;
  4270. actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
  4271. actions.base_uniform_string = "material.";
  4272. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  4273. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  4274. actions.global_buffer_array_variable = "global_variables.data";
  4275. volumetric_fog.compiler.initialize(actions);
  4276. }
  4277. {
  4278. // default material and shader for fog shader
  4279. volumetric_fog.default_shader = storage->shader_allocate();
  4280. storage->shader_initialize(volumetric_fog.default_shader);
  4281. storage->shader_set_code(volumetric_fog.default_shader, R"(
  4282. // Default fog shader.
  4283. shader_type fog;
  4284. void fog() {
  4285. DENSITY = 1.0;
  4286. ALBEDO = vec3(1.0);
  4287. }
  4288. )");
  4289. volumetric_fog.default_material = storage->material_allocate();
  4290. storage->material_initialize(volumetric_fog.default_material);
  4291. storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
  4292. FogMaterialData *md = (FogMaterialData *)storage->material_get_data(volumetric_fog.default_material, RendererStorageRD::SHADER_TYPE_FOG);
  4293. volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
  4294. Vector<RD::Uniform> uniforms;
  4295. {
  4296. RD::Uniform u;
  4297. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  4298. u.binding = 1;
  4299. u.ids.resize(12);
  4300. RID *ids_ptr = u.ids.ptrw();
  4301. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4302. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4303. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4304. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4305. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4306. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4307. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4308. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4309. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4310. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4311. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4312. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4313. uniforms.push_back(u);
  4314. }
  4315. {
  4316. RD::Uniform u;
  4317. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  4318. u.binding = 2;
  4319. u.ids.push_back(storage->global_variables_get_storage_buffer());
  4320. uniforms.push_back(u);
  4321. }
  4322. volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
  4323. }
  4324. {
  4325. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  4326. defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  4327. if (is_using_radiance_cubemap_array()) {
  4328. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  4329. }
  4330. Vector<String> volumetric_fog_modes;
  4331. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  4332. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  4333. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  4334. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  4335. volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
  4336. volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
  4337. volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
  4338. for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
  4339. volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
  4340. }
  4341. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  4342. }
  4343. }
  4344. {
  4345. RD::SamplerState sampler;
  4346. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  4347. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  4348. sampler.enable_compare = true;
  4349. sampler.compare_op = RD::COMPARE_OP_LESS;
  4350. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  4351. }
  4352. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  4353. 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"));
  4354. 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"));
  4355. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  4356. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  4357. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  4358. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  4359. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  4360. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  4361. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  4362. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  4363. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  4364. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  4365. directional_soft_shadow_kernel = memnew_arr(float, 128);
  4366. penumbra_shadow_kernel = memnew_arr(float, 128);
  4367. soft_shadow_kernel = memnew_arr(float, 128);
  4368. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  4369. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  4370. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  4371. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  4372. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  4373. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  4374. cull_argument.set_page_pool(&cull_argument_pool);
  4375. }
  4376. RendererSceneRenderRD::~RendererSceneRenderRD() {
  4377. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  4378. RD::get_singleton()->free(E.value.cubemap);
  4379. }
  4380. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  4381. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  4382. }
  4383. if (is_dynamic_gi_supported()) {
  4384. gi.free();
  4385. }
  4386. if (is_volumetric_supported()) {
  4387. volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
  4388. RD::get_singleton()->free(volumetric_fog.volume_ubo);
  4389. RD::get_singleton()->free(volumetric_fog.params_ubo);
  4390. storage->free(volumetric_fog.default_shader);
  4391. storage->free(volumetric_fog.default_material);
  4392. }
  4393. RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  4394. sky.sky_shader.shader.version_free(md->shader_data->version);
  4395. RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
  4396. RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
  4397. memdelete_arr(sky.sky_scene_state.directional_lights);
  4398. memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
  4399. storage->free(sky.sky_shader.default_shader);
  4400. storage->free(sky.sky_shader.default_material);
  4401. storage->free(sky.sky_scene_state.fog_shader);
  4402. storage->free(sky.sky_scene_state.fog_material);
  4403. memdelete_arr(directional_penumbra_shadow_kernel);
  4404. memdelete_arr(directional_soft_shadow_kernel);
  4405. memdelete_arr(penumbra_shadow_kernel);
  4406. memdelete_arr(soft_shadow_kernel);
  4407. {
  4408. RD::get_singleton()->free(cluster.directional_light_buffer);
  4409. RD::get_singleton()->free(cluster.omni_light_buffer);
  4410. RD::get_singleton()->free(cluster.spot_light_buffer);
  4411. RD::get_singleton()->free(cluster.reflection_buffer);
  4412. RD::get_singleton()->free(cluster.decal_buffer);
  4413. memdelete_arr(cluster.directional_lights);
  4414. memdelete_arr(cluster.omni_lights);
  4415. memdelete_arr(cluster.spot_lights);
  4416. memdelete_arr(cluster.omni_light_sort);
  4417. memdelete_arr(cluster.spot_light_sort);
  4418. memdelete_arr(cluster.reflections);
  4419. memdelete_arr(cluster.reflection_sort);
  4420. memdelete_arr(cluster.decals);
  4421. memdelete_arr(cluster.decal_sort);
  4422. }
  4423. RD::get_singleton()->free(shadow_sampler);
  4424. directional_shadow_atlas_set_size(0);
  4425. cull_argument.reset(); //avoid exit error
  4426. }