renderer_scene_render_rd.cpp 186 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
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  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/renderer_rd/environment/fog.h"
  35. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  37. #include "servers/rendering/rendering_server_default.h"
  38. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  39. const float golden_angle = 2.4;
  40. for (int i = 0; i < p_sample_count; i++) {
  41. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  42. float theta = float(i) * golden_angle;
  43. r_kernel[i * 4] = Math::cos(theta) * r;
  44. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  45. }
  46. }
  47. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  48. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  49. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  50. bool needs_sdfgi = env && env->sdfgi_enabled;
  51. if (!needs_sdfgi) {
  52. if (rb->sdfgi != nullptr) {
  53. //erase it
  54. rb->sdfgi->erase();
  55. memdelete(rb->sdfgi);
  56. rb->sdfgi = nullptr;
  57. }
  58. return;
  59. }
  60. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  61. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  62. if (rb->sdfgi && (rb->sdfgi->num_cascades != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  63. //configuration changed, erase
  64. rb->sdfgi->erase();
  65. memdelete(rb->sdfgi);
  66. rb->sdfgi = nullptr;
  67. }
  68. RendererRD::GI::SDFGI *sdfgi = rb->sdfgi;
  69. if (sdfgi == nullptr) {
  70. // re-create
  71. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  72. } else {
  73. //check for updates
  74. rb->sdfgi->update(env, p_world_position);
  75. }
  76. }
  77. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  78. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  79. ERR_FAIL_COND_V(rb == nullptr, 0);
  80. if (rb->sdfgi == nullptr) {
  81. return 0;
  82. }
  83. int dirty_count = 0;
  84. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  85. const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  86. if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
  87. dirty_count++;
  88. } else {
  89. for (int j = 0; j < 3; j++) {
  90. if (c.dirty_regions[j] != 0) {
  91. dirty_count++;
  92. }
  93. }
  94. }
  95. }
  96. return dirty_count;
  97. }
  98. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  99. AABB bounds;
  100. Vector3i from;
  101. Vector3i size;
  102. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  103. ERR_FAIL_COND_V(rb == nullptr, AABB());
  104. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  105. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  106. ERR_FAIL_COND_V(c == -1, AABB());
  107. return bounds;
  108. }
  109. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  110. AABB bounds;
  111. Vector3i from;
  112. Vector3i size;
  113. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  114. ERR_FAIL_COND_V(rb == nullptr, -1);
  115. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  116. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  117. }
  118. RID RendererSceneRenderRD::sky_allocate() {
  119. return sky.allocate_sky_rid();
  120. }
  121. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  122. sky.initialize_sky_rid(p_rid);
  123. }
  124. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  125. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  126. }
  127. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  128. sky.sky_set_mode(p_sky, p_mode);
  129. }
  130. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  131. sky.sky_set_material(p_sky, p_material);
  132. }
  133. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  134. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  135. }
  136. RID RendererSceneRenderRD::environment_allocate() {
  137. return environment_owner.allocate_rid();
  138. }
  139. void RendererSceneRenderRD::environment_initialize(RID p_rid) {
  140. environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
  141. }
  142. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  143. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  144. ERR_FAIL_COND(!env);
  145. env->background = p_bg;
  146. }
  147. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  148. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  149. ERR_FAIL_COND(!env);
  150. env->sky = p_sky;
  151. }
  152. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  153. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  154. ERR_FAIL_COND(!env);
  155. env->sky_custom_fov = p_scale;
  156. }
  157. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  158. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  159. ERR_FAIL_COND(!env);
  160. env->sky_orientation = p_orientation;
  161. }
  162. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  163. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  164. ERR_FAIL_COND(!env);
  165. env->bg_color = p_color;
  166. }
  167. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  168. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  169. ERR_FAIL_COND(!env);
  170. env->bg_energy = p_energy;
  171. }
  172. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  173. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  174. ERR_FAIL_COND(!env);
  175. env->canvas_max_layer = p_max_layer;
  176. }
  177. 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) {
  178. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  179. ERR_FAIL_COND(!env);
  180. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source);
  181. }
  182. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  183. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  184. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  185. return env->background;
  186. }
  187. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  188. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  189. ERR_FAIL_COND_V(!env, RID());
  190. return env->sky;
  191. }
  192. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  193. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  194. ERR_FAIL_COND_V(!env, 0);
  195. return env->sky_custom_fov;
  196. }
  197. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  198. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  199. ERR_FAIL_COND_V(!env, Basis());
  200. return env->sky_orientation;
  201. }
  202. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  203. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  204. ERR_FAIL_COND_V(!env, Color());
  205. return env->bg_color;
  206. }
  207. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  208. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  209. ERR_FAIL_COND_V(!env, 0);
  210. return env->bg_energy;
  211. }
  212. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  213. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  214. ERR_FAIL_COND_V(!env, 0);
  215. return env->canvas_max_layer;
  216. }
  217. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  218. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  219. ERR_FAIL_COND_V(!env, Color());
  220. return env->ambient_light;
  221. }
  222. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  223. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  224. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  225. return env->ambient_source;
  226. }
  227. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  228. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  229. ERR_FAIL_COND_V(!env, 0);
  230. return env->ambient_light_energy;
  231. }
  232. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  233. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  234. ERR_FAIL_COND_V(!env, 0);
  235. return env->ambient_sky_contribution;
  236. }
  237. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  238. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  239. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  240. return env->reflection_source;
  241. }
  242. 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) {
  243. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  244. ERR_FAIL_COND(!env);
  245. 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);
  246. }
  247. void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
  248. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  249. ERR_FAIL_COND(!env);
  250. env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap, p_glow_map_strength, p_glow_map);
  251. }
  252. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  253. glow_bicubic_upscale = p_enable;
  254. }
  255. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  256. glow_high_quality = p_enable;
  257. }
  258. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  259. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  260. ERR_FAIL_COND(!env);
  261. if (!is_dynamic_gi_supported()) {
  262. return;
  263. }
  264. 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);
  265. }
  266. 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) {
  267. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  268. ERR_FAIL_COND(!env);
  269. 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);
  270. }
  271. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  272. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  273. ERR_FAIL_COND_V(!env, false);
  274. return env->fog_enabled;
  275. }
  276. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  277. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  278. ERR_FAIL_COND_V(!env, Color());
  279. return env->fog_light_color;
  280. }
  281. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  282. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  283. ERR_FAIL_COND_V(!env, 0);
  284. return env->fog_light_energy;
  285. }
  286. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  287. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  288. ERR_FAIL_COND_V(!env, 0);
  289. return env->fog_sun_scatter;
  290. }
  291. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  292. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  293. ERR_FAIL_COND_V(!env, 0);
  294. return env->fog_density;
  295. }
  296. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  297. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  298. ERR_FAIL_COND_V(!env, 0);
  299. return env->fog_height;
  300. }
  301. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  302. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  303. ERR_FAIL_COND_V(!env, 0);
  304. return env->fog_height_density;
  305. }
  306. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  307. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  308. ERR_FAIL_COND_V(!env, 0);
  309. return env->fog_aerial_perspective;
  310. }
  311. 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) {
  312. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  313. ERR_FAIL_COND(!env);
  314. if (!is_volumetric_supported()) {
  315. return;
  316. }
  317. 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);
  318. }
  319. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  320. volumetric_fog_size = p_size;
  321. volumetric_fog_depth = p_depth;
  322. }
  323. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  324. volumetric_fog_filter_active = p_enable;
  325. }
  326. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  327. gi.sdfgi_ray_count = p_ray_count;
  328. }
  329. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  330. gi.sdfgi_frames_to_converge = p_frames;
  331. }
  332. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  333. gi.sdfgi_frames_to_update_light = p_update;
  334. }
  335. 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) {
  336. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  337. ERR_FAIL_COND(!env);
  338. env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
  339. }
  340. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  341. ssr_roughness_quality = p_quality;
  342. }
  343. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  344. return ssr_roughness_quality;
  345. }
  346. 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) {
  347. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  348. ERR_FAIL_COND(!env);
  349. env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
  350. }
  351. 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) {
  352. ssao_quality = p_quality;
  353. ssao_half_size = p_half_size;
  354. ssao_adaptive_target = p_adaptive_target;
  355. ssao_blur_passes = p_blur_passes;
  356. ssao_fadeout_from = p_fadeout_from;
  357. ssao_fadeout_to = p_fadeout_to;
  358. }
  359. void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
  360. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  361. ERR_FAIL_COND(!env);
  362. env->ssil_enabled = p_enable;
  363. env->ssil_radius = p_radius;
  364. env->ssil_intensity = p_intensity;
  365. env->ssil_sharpness = p_sharpness;
  366. env->ssil_normal_rejection = p_normal_rejection;
  367. }
  368. void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  369. ssil_quality = p_quality;
  370. ssil_half_size = p_half_size;
  371. ssil_adaptive_target = p_adaptive_target;
  372. ssil_blur_passes = p_blur_passes;
  373. ssil_fadeout_from = p_fadeout_from;
  374. ssil_fadeout_to = p_fadeout_to;
  375. }
  376. bool RendererSceneRenderRD::environment_is_ssao_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->ssao_enabled;
  380. }
  381. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  382. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  383. ERR_FAIL_COND_V(!env, 0.0);
  384. return env->ssao_ao_channel_affect;
  385. }
  386. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  387. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  388. ERR_FAIL_COND_V(!env, 0.0);
  389. return env->ssao_direct_light_affect;
  390. }
  391. bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const {
  392. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  393. ERR_FAIL_COND_V(!env, false);
  394. return env->ssil_enabled;
  395. }
  396. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  397. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  398. ERR_FAIL_COND_V(!env, false);
  399. return env->ssr_enabled;
  400. }
  401. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  402. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  403. ERR_FAIL_COND_V(!env, false);
  404. return env->sdfgi_enabled;
  405. }
  406. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  407. return environment_owner.owns(p_env);
  408. }
  409. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  410. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  411. ERR_FAIL_COND_V(!env, Ref<Image>());
  412. RS::EnvironmentBG environment_background = env->background;
  413. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  414. return Ref<Image>(); //nothing to bake
  415. }
  416. RS::EnvironmentAmbientSource ambient_source = env->ambient_source;
  417. bool use_ambient_light = false;
  418. bool use_cube_map = false;
  419. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  420. use_ambient_light = true;
  421. } else {
  422. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  423. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  424. }
  425. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && env->sky.is_valid());
  426. Color ambient_color;
  427. float ambient_color_sky_mix;
  428. if (use_ambient_light) {
  429. ambient_color_sky_mix = env->ambient_sky_contribution;
  430. const float ambient_energy = env->ambient_light_energy;
  431. ambient_color = env->ambient_light;
  432. ambient_color = ambient_color.srgb_to_linear();
  433. ambient_color.r *= ambient_energy;
  434. ambient_color.g *= ambient_energy;
  435. ambient_color.b *= ambient_energy;
  436. }
  437. if (use_cube_map) {
  438. Ref<Image> panorama = sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  439. if (use_ambient_light) {
  440. for (int x = 0; x < p_size.width; x++) {
  441. for (int y = 0; y < p_size.height; y++) {
  442. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  443. }
  444. }
  445. }
  446. return panorama;
  447. } else {
  448. const float bg_energy = env->bg_energy;
  449. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : env->bg_color);
  450. panorama_color = panorama_color.srgb_to_linear();
  451. panorama_color.r *= bg_energy;
  452. panorama_color.g *= bg_energy;
  453. panorama_color.b *= bg_energy;
  454. if (use_ambient_light) {
  455. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  456. }
  457. Ref<Image> panorama;
  458. panorama.instantiate();
  459. panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  460. panorama->fill(panorama_color);
  461. return panorama;
  462. }
  463. return Ref<Image>();
  464. }
  465. ////////////////////////////////////////////////////////////
  466. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  467. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  468. }
  469. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  470. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  471. ERR_FAIL_COND(!fvi);
  472. fvi->transform = p_transform;
  473. }
  474. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  475. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  476. ERR_FAIL_COND(!fvi);
  477. fvi->active = p_active;
  478. }
  479. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  480. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  481. ERR_FAIL_COND_V(!fvi, RID());
  482. return fvi->volume;
  483. }
  484. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  485. RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
  486. ERR_FAIL_COND_V(!fvi, Vector3());
  487. return fvi->transform.get_origin();
  488. }
  489. ////////////////////////////////////////////////////////////
  490. RID RendererSceneRenderRD::reflection_atlas_create() {
  491. ReflectionAtlas ra;
  492. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  493. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  494. if (is_clustered_enabled()) {
  495. ra.cluster_builder = memnew(ClusterBuilderRD);
  496. ra.cluster_builder->set_shared(&cluster_builder_shared);
  497. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  498. } else {
  499. ra.cluster_builder = nullptr;
  500. }
  501. return reflection_atlas_owner.make_rid(ra);
  502. }
  503. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  504. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  505. ERR_FAIL_COND(!ra);
  506. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  507. return; //no changes
  508. }
  509. if (ra->cluster_builder) {
  510. // only if we're using our cluster
  511. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  512. }
  513. ra->size = p_reflection_size;
  514. ra->count = p_reflection_count;
  515. if (ra->reflection.is_valid()) {
  516. //clear and invalidate everything
  517. RD::get_singleton()->free(ra->reflection);
  518. ra->reflection = RID();
  519. RD::get_singleton()->free(ra->depth_buffer);
  520. ra->depth_buffer = RID();
  521. for (int i = 0; i < ra->reflections.size(); i++) {
  522. ra->reflections.write[i].data.clear_reflection_data();
  523. if (ra->reflections[i].owner.is_null()) {
  524. continue;
  525. }
  526. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  527. //rp->atlasindex clear
  528. }
  529. ra->reflections.clear();
  530. }
  531. }
  532. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  533. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  534. ERR_FAIL_COND_V(!ra, 0);
  535. return ra->size;
  536. }
  537. ////////////////////////
  538. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  539. ReflectionProbeInstance rpi;
  540. rpi.probe = p_probe;
  541. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  542. return reflection_probe_instance_owner.make_rid(rpi);
  543. }
  544. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  545. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  546. ERR_FAIL_COND(!rpi);
  547. rpi->transform = p_transform;
  548. rpi->dirty = true;
  549. }
  550. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  551. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  552. ERR_FAIL_COND(!rpi);
  553. if (rpi->atlas.is_null()) {
  554. return; //nothing to release
  555. }
  556. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  557. ERR_FAIL_COND(!atlas);
  558. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  559. atlas->reflections.write[rpi->atlas_index].owner = RID();
  560. rpi->atlas_index = -1;
  561. rpi->atlas = RID();
  562. }
  563. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  564. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  565. ERR_FAIL_COND_V(!rpi, false);
  566. if (rpi->rendering) {
  567. return false;
  568. }
  569. if (rpi->dirty) {
  570. return true;
  571. }
  572. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  573. return true;
  574. }
  575. return rpi->atlas_index == -1;
  576. }
  577. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  578. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  579. ERR_FAIL_COND_V(!rpi, false);
  580. return rpi->atlas.is_valid();
  581. }
  582. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  583. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
  584. ERR_FAIL_COND_V(!atlas, false);
  585. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  586. ERR_FAIL_COND_V(!rpi, false);
  587. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  588. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  589. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  590. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  591. }
  592. if (RSG::light_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) {
  593. // Invalidate reflection atlas, need to regenerate
  594. RD::get_singleton()->free(atlas->reflection);
  595. atlas->reflection = RID();
  596. for (int i = 0; i < atlas->reflections.size(); i++) {
  597. if (atlas->reflections[i].owner.is_null()) {
  598. continue;
  599. }
  600. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  601. }
  602. atlas->reflections.clear();
  603. }
  604. if (atlas->reflection.is_null()) {
  605. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  606. mipmaps = RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  607. {
  608. //reflection atlas was unused, create:
  609. RD::TextureFormat tf;
  610. tf.array_layers = 6 * atlas->count;
  611. tf.format = _render_buffers_get_color_format();
  612. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  613. tf.mipmaps = mipmaps;
  614. tf.width = atlas->size;
  615. tf.height = atlas->size;
  616. 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);
  617. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  618. }
  619. {
  620. RD::TextureFormat tf;
  621. 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;
  622. tf.width = atlas->size;
  623. tf.height = atlas->size;
  624. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  625. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  626. }
  627. atlas->reflections.resize(atlas->count);
  628. for (int i = 0; i < atlas->count; i++) {
  629. atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
  630. for (int j = 0; j < 6; j++) {
  631. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  632. }
  633. }
  634. Vector<RID> fb;
  635. fb.push_back(atlas->depth_buffer);
  636. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  637. }
  638. if (rpi->atlas_index == -1) {
  639. for (int i = 0; i < atlas->reflections.size(); i++) {
  640. if (atlas->reflections[i].owner.is_null()) {
  641. rpi->atlas_index = i;
  642. break;
  643. }
  644. }
  645. //find the one used last
  646. if (rpi->atlas_index == -1) {
  647. //everything is in use, find the one least used via LRU
  648. uint64_t pass_min = 0;
  649. for (int i = 0; i < atlas->reflections.size(); i++) {
  650. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
  651. if (rpi2->last_pass < pass_min) {
  652. pass_min = rpi2->last_pass;
  653. rpi->atlas_index = i;
  654. }
  655. }
  656. }
  657. }
  658. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  659. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  660. }
  661. rpi->atlas = p_reflection_atlas;
  662. rpi->rendering = true;
  663. rpi->dirty = false;
  664. rpi->processing_layer = 1;
  665. rpi->processing_side = 0;
  666. RD::get_singleton()->draw_command_end_label();
  667. return true;
  668. }
  669. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  670. Vector<RID> fb;
  671. fb.push_back(p_color);
  672. fb.push_back(p_depth);
  673. return RD::get_singleton()->framebuffer_create(fb);
  674. }
  675. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  676. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  677. ERR_FAIL_COND_V(!rpi, false);
  678. ERR_FAIL_COND_V(!rpi->rendering, false);
  679. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  680. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  681. if (!atlas || rpi->atlas_index == -1) {
  682. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  683. rpi->rendering = false;
  684. return false;
  685. }
  686. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  687. // Using real time reflections, all roughness is done in one step
  688. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false);
  689. rpi->rendering = false;
  690. rpi->processing_side = 0;
  691. rpi->processing_layer = 1;
  692. return true;
  693. }
  694. if (rpi->processing_layer > 1) {
  695. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  696. rpi->processing_layer++;
  697. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  698. rpi->rendering = false;
  699. rpi->processing_side = 0;
  700. rpi->processing_layer = 1;
  701. return true;
  702. }
  703. return false;
  704. } else {
  705. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  706. }
  707. rpi->processing_side++;
  708. if (rpi->processing_side == 6) {
  709. rpi->processing_side = 0;
  710. rpi->processing_layer++;
  711. }
  712. return false;
  713. }
  714. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  715. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  716. ERR_FAIL_COND_V(!rpi, 0);
  717. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  718. ERR_FAIL_COND_V(!atlas, 0);
  719. return atlas->size;
  720. }
  721. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  722. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  723. ERR_FAIL_COND_V(!rpi, RID());
  724. ERR_FAIL_INDEX_V(p_index, 6, RID());
  725. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  726. ERR_FAIL_COND_V(!atlas, RID());
  727. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  728. }
  729. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  730. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  731. ERR_FAIL_COND_V(!rpi, RID());
  732. ERR_FAIL_INDEX_V(p_index, 6, RID());
  733. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  734. ERR_FAIL_COND_V(!atlas, RID());
  735. return atlas->depth_fb;
  736. }
  737. ///////////////////////////////////////////////////////////
  738. RID RendererSceneRenderRD::shadow_atlas_create() {
  739. return shadow_atlas_owner.make_rid(ShadowAtlas());
  740. }
  741. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  742. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  743. RD::TextureFormat tf;
  744. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  745. tf.width = shadow_atlas->size;
  746. tf.height = shadow_atlas->size;
  747. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  748. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  749. Vector<RID> fb_tex;
  750. fb_tex.push_back(shadow_atlas->depth);
  751. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  752. }
  753. }
  754. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  755. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  756. ERR_FAIL_COND(!shadow_atlas);
  757. ERR_FAIL_COND(p_size < 0);
  758. p_size = next_power_of_2(p_size);
  759. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  760. return;
  761. }
  762. // erasing atlas
  763. if (shadow_atlas->depth.is_valid()) {
  764. RD::get_singleton()->free(shadow_atlas->depth);
  765. shadow_atlas->depth = RID();
  766. }
  767. for (int i = 0; i < 4; i++) {
  768. //clear subdivisions
  769. shadow_atlas->quadrants[i].shadows.clear();
  770. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  771. }
  772. //erase shadow atlas reference from lights
  773. for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
  774. LightInstance *li = light_instance_owner.get_or_null(E.key);
  775. ERR_CONTINUE(!li);
  776. li->shadow_atlases.erase(p_atlas);
  777. }
  778. //clear owners
  779. shadow_atlas->shadow_owners.clear();
  780. shadow_atlas->size = p_size;
  781. shadow_atlas->use_16_bits = p_16_bits;
  782. }
  783. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  784. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  785. ERR_FAIL_COND(!shadow_atlas);
  786. ERR_FAIL_INDEX(p_quadrant, 4);
  787. ERR_FAIL_INDEX(p_subdivision, 16384);
  788. uint32_t subdiv = next_power_of_2(p_subdivision);
  789. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  790. subdiv <<= 1;
  791. }
  792. subdiv = int(Math::sqrt((float)subdiv));
  793. //obtain the number that will be x*x
  794. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  795. return;
  796. }
  797. //erase all data from quadrant
  798. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  799. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  800. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  801. LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  802. ERR_CONTINUE(!li);
  803. li->shadow_atlases.erase(p_atlas);
  804. }
  805. }
  806. shadow_atlas->quadrants[p_quadrant].shadows.clear();
  807. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  808. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  809. //cache the smallest subdiv (for faster allocation in light update)
  810. shadow_atlas->smallest_subdiv = 1 << 30;
  811. for (int i = 0; i < 4; i++) {
  812. if (shadow_atlas->quadrants[i].subdivision) {
  813. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  814. }
  815. }
  816. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  817. shadow_atlas->smallest_subdiv = 0;
  818. }
  819. //resort the size orders, simple bublesort for 4 elements..
  820. int swaps = 0;
  821. do {
  822. swaps = 0;
  823. for (int i = 0; i < 3; i++) {
  824. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  825. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  826. swaps++;
  827. }
  828. }
  829. } while (swaps > 0);
  830. }
  831. 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) {
  832. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  833. int qidx = p_in_quadrants[i];
  834. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  835. return false;
  836. }
  837. //look for an empty space
  838. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  839. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  840. int found_free_idx = -1; //found a free one
  841. int found_used_idx = -1; //found existing one, must steal it
  842. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  843. for (int j = 0; j < sc; j++) {
  844. if (!sarr[j].owner.is_valid()) {
  845. found_free_idx = j;
  846. break;
  847. }
  848. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  849. ERR_CONTINUE(!sli);
  850. if (sli->last_scene_pass != scene_pass) {
  851. //was just allocated, don't kill it so soon, wait a bit..
  852. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  853. continue;
  854. }
  855. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  856. found_used_idx = j;
  857. min_pass = sli->last_scene_pass;
  858. }
  859. }
  860. }
  861. if (found_free_idx == -1 && found_used_idx == -1) {
  862. continue; //nothing found
  863. }
  864. if (found_free_idx == -1 && found_used_idx != -1) {
  865. found_free_idx = found_used_idx;
  866. }
  867. r_quadrant = qidx;
  868. r_shadow = found_free_idx;
  869. return true;
  870. }
  871. return false;
  872. }
  873. 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) {
  874. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  875. int qidx = p_in_quadrants[i];
  876. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  877. return false;
  878. }
  879. //look for an empty space
  880. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  881. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  882. int found_idx = -1;
  883. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  884. for (int j = 0; j < sc - 1; j++) {
  885. uint64_t pass = 0;
  886. if (sarr[j].owner.is_valid()) {
  887. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  888. ERR_CONTINUE(!sli);
  889. if (sli->last_scene_pass == scene_pass) {
  890. continue;
  891. }
  892. //was just allocated, don't kill it so soon, wait a bit..
  893. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  894. continue;
  895. }
  896. pass += sli->last_scene_pass;
  897. }
  898. if (sarr[j + 1].owner.is_valid()) {
  899. LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
  900. ERR_CONTINUE(!sli);
  901. if (sli->last_scene_pass == scene_pass) {
  902. continue;
  903. }
  904. //was just allocated, don't kill it so soon, wait a bit..
  905. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  906. continue;
  907. }
  908. pass += sli->last_scene_pass;
  909. }
  910. if (found_idx == -1 || pass < min_pass) {
  911. found_idx = j;
  912. min_pass = pass;
  913. // we found two empty spots, no need to check the rest
  914. if (pass == 0) {
  915. break;
  916. }
  917. }
  918. }
  919. if (found_idx == -1) {
  920. continue; //nothing found
  921. }
  922. r_quadrant = qidx;
  923. r_shadow = found_idx;
  924. return true;
  925. }
  926. return false;
  927. }
  928. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {
  929. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  930. ERR_FAIL_COND_V(!shadow_atlas, false);
  931. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  932. ERR_FAIL_COND_V(!li, false);
  933. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  934. return false;
  935. }
  936. uint32_t quad_size = shadow_atlas->size >> 1;
  937. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  938. int valid_quadrants[4];
  939. int valid_quadrant_count = 0;
  940. int best_size = -1; //best size found
  941. int best_subdiv = -1; //subdiv for the best size
  942. //find the quadrants this fits into, and the best possible size it can fit into
  943. for (int i = 0; i < 4; i++) {
  944. int q = shadow_atlas->size_order[i];
  945. int sd = shadow_atlas->quadrants[q].subdivision;
  946. if (sd == 0) {
  947. continue; //unused
  948. }
  949. int max_fit = quad_size / sd;
  950. if (best_size != -1 && max_fit > best_size) {
  951. break; //too large
  952. }
  953. valid_quadrants[valid_quadrant_count++] = q;
  954. best_subdiv = sd;
  955. if (max_fit >= desired_fit) {
  956. best_size = max_fit;
  957. }
  958. }
  959. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  960. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  961. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  962. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  963. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  964. int old_subdivision = -1;
  965. bool should_realloc = false;
  966. bool should_redraw = false;
  967. if (shadow_atlas->shadow_owners.has(p_light_instance)) {
  968. old_key = shadow_atlas->shadow_owners[p_light_instance];
  969. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  970. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  971. 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);
  972. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  973. if (!should_realloc) {
  974. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  975. //already existing, see if it should redraw or it's just OK
  976. return should_redraw;
  977. }
  978. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  979. }
  980. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  981. bool found_shadow = false;
  982. int new_quadrant = -1;
  983. int new_shadow = -1;
  984. if (is_omni) {
  985. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  986. } else {
  987. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  988. }
  989. if (found_shadow) {
  990. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  991. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  992. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  993. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  994. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  995. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  996. }
  997. }
  998. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  999. new_key |= new_shadow;
  1000. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  1001. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  1002. sh->owner = p_light_instance;
  1003. sh->alloc_tick = tick;
  1004. sh->version = p_light_version;
  1005. if (is_omni) {
  1006. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  1007. int new_omni_shadow = new_shadow + 1;
  1008. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  1009. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  1010. extra_sh->owner = p_light_instance;
  1011. extra_sh->alloc_tick = tick;
  1012. extra_sh->version = p_light_version;
  1013. }
  1014. li->shadow_atlases.insert(p_atlas);
  1015. //update it in map
  1016. shadow_atlas->shadow_owners[p_light_instance] = new_key;
  1017. //make it dirty, as it should redraw anyway
  1018. return true;
  1019. }
  1020. return should_redraw;
  1021. }
  1022. 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) {
  1023. if (p_shadow->owner.is_valid()) {
  1024. LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
  1025. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  1026. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  1027. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  1028. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  1029. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  1030. omni_shadow->version = 0;
  1031. omni_shadow->owner = RID();
  1032. }
  1033. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  1034. p_shadow->version = 0;
  1035. p_shadow->owner = RID();
  1036. sli->shadow_atlases.erase(p_atlas);
  1037. }
  1038. }
  1039. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  1040. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  1041. RD::TextureFormat tf;
  1042. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  1043. tf.width = directional_shadow.size;
  1044. tf.height = directional_shadow.size;
  1045. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1046. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1047. Vector<RID> fb_tex;
  1048. fb_tex.push_back(directional_shadow.depth);
  1049. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1050. }
  1051. }
  1052. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  1053. p_size = nearest_power_of_2_templated(p_size);
  1054. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  1055. return;
  1056. }
  1057. directional_shadow.size = p_size;
  1058. directional_shadow.use_16_bits = p_16_bits;
  1059. if (directional_shadow.depth.is_valid()) {
  1060. RD::get_singleton()->free(directional_shadow.depth);
  1061. directional_shadow.depth = RID();
  1062. _base_uniforms_changed();
  1063. }
  1064. }
  1065. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  1066. directional_shadow.light_count = p_count;
  1067. directional_shadow.current_light = 0;
  1068. }
  1069. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  1070. int split_h = 1;
  1071. int split_v = 1;
  1072. while (split_h * split_v < p_shadow_count) {
  1073. if (split_h == split_v) {
  1074. split_h <<= 1;
  1075. } else {
  1076. split_v <<= 1;
  1077. }
  1078. }
  1079. Rect2i rect(0, 0, p_size, p_size);
  1080. rect.size.width /= split_h;
  1081. rect.size.height /= split_v;
  1082. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  1083. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  1084. return rect;
  1085. }
  1086. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  1087. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  1088. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  1089. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
  1090. ERR_FAIL_COND_V(!light_instance, 0);
  1091. switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) {
  1092. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1093. break; //none
  1094. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1095. r.size.height /= 2;
  1096. break;
  1097. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1098. r.size /= 2;
  1099. break;
  1100. }
  1101. return MAX(r.size.width, r.size.height);
  1102. }
  1103. //////////////////////////////////////////////////
  1104. RID RendererSceneRenderRD::camera_effects_allocate() {
  1105. return camera_effects_owner.allocate_rid();
  1106. }
  1107. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  1108. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  1109. }
  1110. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  1111. dof_blur_quality = p_quality;
  1112. dof_blur_use_jitter = p_use_jitter;
  1113. }
  1114. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  1115. dof_blur_bokeh_shape = p_shape;
  1116. }
  1117. 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) {
  1118. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1119. ERR_FAIL_COND(!camfx);
  1120. camfx->dof_blur_far_enabled = p_far_enable;
  1121. camfx->dof_blur_far_distance = p_far_distance;
  1122. camfx->dof_blur_far_transition = p_far_transition;
  1123. camfx->dof_blur_near_enabled = p_near_enable;
  1124. camfx->dof_blur_near_distance = p_near_distance;
  1125. camfx->dof_blur_near_transition = p_near_transition;
  1126. camfx->dof_blur_amount = p_amount;
  1127. }
  1128. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  1129. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1130. ERR_FAIL_COND(!camfx);
  1131. camfx->override_exposure_enabled = p_enable;
  1132. camfx->override_exposure = p_exposure;
  1133. }
  1134. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  1135. RID li = light_instance_owner.make_rid(LightInstance());
  1136. LightInstance *light_instance = light_instance_owner.get_or_null(li);
  1137. light_instance->self = li;
  1138. light_instance->light = p_light;
  1139. light_instance->light_type = RSG::light_storage->light_get_type(p_light);
  1140. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1141. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1142. }
  1143. return li;
  1144. }
  1145. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1146. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1147. ERR_FAIL_COND(!light_instance);
  1148. light_instance->transform = p_transform;
  1149. }
  1150. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1151. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1152. ERR_FAIL_COND(!light_instance);
  1153. light_instance->aabb = p_aabb;
  1154. }
  1155. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const Projection &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) {
  1156. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1157. ERR_FAIL_COND(!light_instance);
  1158. ERR_FAIL_INDEX(p_pass, 6);
  1159. light_instance->shadow_transform[p_pass].camera = p_projection;
  1160. light_instance->shadow_transform[p_pass].transform = p_transform;
  1161. light_instance->shadow_transform[p_pass].farplane = p_far;
  1162. light_instance->shadow_transform[p_pass].split = p_split;
  1163. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1164. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1165. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1166. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1167. }
  1168. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1169. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1170. ERR_FAIL_COND(!light_instance);
  1171. light_instance->last_scene_pass = scene_pass;
  1172. }
  1173. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1174. if (!shadow_cubemaps.has(p_size)) {
  1175. ShadowCubemap sc;
  1176. {
  1177. RD::TextureFormat tf;
  1178. 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;
  1179. tf.width = p_size;
  1180. tf.height = p_size;
  1181. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1182. tf.array_layers = 6;
  1183. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1184. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1185. }
  1186. for (int i = 0; i < 6; i++) {
  1187. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1188. Vector<RID> fbtex;
  1189. fbtex.push_back(side_texture);
  1190. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1191. }
  1192. shadow_cubemaps[p_size] = sc;
  1193. }
  1194. return &shadow_cubemaps[p_size];
  1195. }
  1196. //////////////////////////
  1197. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1198. DecalInstance di;
  1199. di.decal = p_decal;
  1200. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1201. return decal_instance_owner.make_rid(di);
  1202. }
  1203. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1204. DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
  1205. ERR_FAIL_COND(!di);
  1206. di->transform = p_transform;
  1207. }
  1208. /////////////////////////////////
  1209. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1210. LightmapInstance li;
  1211. li.lightmap = p_lightmap;
  1212. return lightmap_instance_owner.make_rid(li);
  1213. }
  1214. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1215. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
  1216. ERR_FAIL_COND(!li);
  1217. li->transform = p_transform;
  1218. }
  1219. /////////////////////////////////
  1220. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1221. return gi.voxel_gi_instance_create(p_base);
  1222. }
  1223. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1224. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1225. }
  1226. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1227. if (!is_dynamic_gi_supported()) {
  1228. return false;
  1229. }
  1230. return gi.voxel_gi_needs_update(p_probe);
  1231. }
  1232. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
  1233. if (!is_dynamic_gi_supported()) {
  1234. return;
  1235. }
  1236. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1237. }
  1238. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
  1239. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1240. ERR_FAIL_COND(!rb);
  1241. if (!rb->sdfgi) {
  1242. return; //nothing to debug
  1243. }
  1244. rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
  1245. }
  1246. ////////////////////////////////
  1247. RID RendererSceneRenderRD::render_buffers_create() {
  1248. RenderBuffers rb;
  1249. rb.data = _create_render_buffer_data();
  1250. return render_buffers_owner.make_rid(rb);
  1251. }
  1252. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1253. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1254. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1255. RD::TextureFormat tf;
  1256. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1257. tf.width = rb->internal_width;
  1258. tf.height = rb->internal_height;
  1259. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1260. tf.array_layers = rb->view_count;
  1261. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1262. if (_render_buffers_can_be_storage()) {
  1263. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1264. } else {
  1265. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1266. }
  1267. tf.mipmaps = mipmaps_required;
  1268. rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1269. tf.width = rb->internal_width;
  1270. tf.height = rb->internal_height;
  1271. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1272. //the second one is smaller (only used for separatable part of blur)
  1273. tf.width >>= 1;
  1274. tf.height >>= 1;
  1275. tf.mipmaps--;
  1276. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1277. for (uint32_t l = 0; l < rb->view_count; l++) {
  1278. RenderBuffers::Blur::Layer ll[2];
  1279. int base_width = rb->internal_width;
  1280. int base_height = rb->internal_height;
  1281. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1282. RenderBuffers::Blur::Mipmap mm;
  1283. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i);
  1284. mm.width = base_width;
  1285. mm.height = base_height;
  1286. if (!_render_buffers_can_be_storage()) {
  1287. Vector<RID> fb;
  1288. fb.push_back(mm.texture);
  1289. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1290. }
  1291. if (!_render_buffers_can_be_storage()) {
  1292. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1293. tf.width = MAX(1, base_width >> 1);
  1294. tf.height = base_height;
  1295. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1296. tf.array_layers = 1;
  1297. tf.mipmaps = 1;
  1298. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1299. Vector<RID> half_fb;
  1300. half_fb.push_back(mm.half_texture);
  1301. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1302. }
  1303. ll[0].mipmaps.push_back(mm);
  1304. if (i > 0) {
  1305. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1);
  1306. if (!_render_buffers_can_be_storage()) {
  1307. Vector<RID> fb;
  1308. fb.push_back(mm.texture);
  1309. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1310. // We can re-use the half texture here as it is an intermediate result
  1311. }
  1312. ll[1].mipmaps.push_back(mm);
  1313. }
  1314. base_width = MAX(1, base_width >> 1);
  1315. base_height = MAX(1, base_height >> 1);
  1316. }
  1317. rb->blur[0].layers.push_back(ll[0]);
  1318. rb->blur[1].layers.push_back(ll[1]);
  1319. }
  1320. if (!_render_buffers_can_be_storage()) {
  1321. // create 4 weight textures, 2 full size, 2 half size
  1322. 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
  1323. tf.width = rb->internal_width;
  1324. tf.height = rb->internal_height;
  1325. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1326. tf.array_layers = 1; // Our DOF effect handles one eye per turn
  1327. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1328. tf.mipmaps = 1;
  1329. for (uint32_t i = 0; i < 4; i++) {
  1330. // associated blur texture
  1331. RID texture;
  1332. if (i == 1) {
  1333. texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1334. } else if (i == 2) {
  1335. texture = rb->blur[1].layers[0].mipmaps[0].texture;
  1336. } else if (i == 3) {
  1337. texture = rb->blur[0].layers[0].mipmaps[1].texture;
  1338. }
  1339. // create weight texture
  1340. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1341. // create frame buffer
  1342. Vector<RID> fb;
  1343. if (i != 0) {
  1344. fb.push_back(texture);
  1345. }
  1346. fb.push_back(rb->weight_buffers[i].weight);
  1347. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1348. if (i == 1) {
  1349. // next 2 are half size
  1350. tf.width = MAX(1u, tf.width >> 1);
  1351. tf.height = MAX(1u, tf.height >> 1);
  1352. }
  1353. }
  1354. }
  1355. }
  1356. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1357. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1358. {
  1359. RD::TextureFormat tf;
  1360. if (rb->view_count > 1) {
  1361. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1362. }
  1363. // 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?
  1364. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1365. tf.width = rb->width;
  1366. tf.height = rb->height;
  1367. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1368. tf.array_layers = rb->view_count; // create a layer for every view
  1369. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1370. 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
  1371. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1372. }
  1373. if (!_render_buffers_can_be_storage()) {
  1374. // create framebuffer so we can write into this...
  1375. Vector<RID> fb;
  1376. fb.push_back(rb->depth_back_texture);
  1377. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1378. }
  1379. }
  1380. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1381. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1382. int w = rb->internal_width;
  1383. int h = rb->internal_height;
  1384. while (true) {
  1385. w = MAX(w / 8, 1);
  1386. h = MAX(h / 8, 1);
  1387. RD::TextureFormat tf;
  1388. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1389. tf.width = w;
  1390. tf.height = h;
  1391. bool final = w == 1 && h == 1;
  1392. if (_render_buffers_can_be_storage()) {
  1393. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1394. if (final) {
  1395. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1396. }
  1397. } else {
  1398. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1399. }
  1400. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1401. rb->luminance.reduce.push_back(texture);
  1402. if (!_render_buffers_can_be_storage()) {
  1403. Vector<RID> fb;
  1404. fb.push_back(texture);
  1405. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1406. }
  1407. if (final) {
  1408. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1409. if (!_render_buffers_can_be_storage()) {
  1410. Vector<RID> fb;
  1411. fb.push_back(rb->luminance.current);
  1412. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1413. }
  1414. break;
  1415. }
  1416. }
  1417. }
  1418. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1419. if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
  1420. for (int i = 0; i < rb->views.size(); i++) {
  1421. if (rb->views[i].view_fb.is_valid()) {
  1422. RD::get_singleton()->free(rb->views[i].view_fb);
  1423. }
  1424. if (rb->views[i].view_texture.is_valid()) {
  1425. RD::get_singleton()->free(rb->views[i].view_texture);
  1426. }
  1427. if (rb->views[i].view_depth.is_valid()) {
  1428. RD::get_singleton()->free(rb->views[i].view_depth);
  1429. }
  1430. }
  1431. }
  1432. rb->views.clear();
  1433. if (rb->texture_fb.is_valid()) {
  1434. RD::get_singleton()->free(rb->texture_fb);
  1435. rb->texture_fb = RID();
  1436. }
  1437. if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) {
  1438. RD::get_singleton()->free(rb->internal_texture);
  1439. rb->texture = RID();
  1440. rb->internal_texture = RID();
  1441. rb->upscale_texture = RID();
  1442. } else {
  1443. if (rb->texture.is_valid()) {
  1444. RD::get_singleton()->free(rb->texture);
  1445. rb->texture = RID();
  1446. }
  1447. if (rb->internal_texture.is_valid()) {
  1448. RD::get_singleton()->free(rb->internal_texture);
  1449. rb->internal_texture = RID();
  1450. }
  1451. if (rb->upscale_texture.is_valid()) {
  1452. RD::get_singleton()->free(rb->upscale_texture);
  1453. rb->upscale_texture = RID();
  1454. }
  1455. }
  1456. if (rb->depth_texture.is_valid()) {
  1457. RD::get_singleton()->free(rb->depth_texture);
  1458. rb->depth_texture = RID();
  1459. }
  1460. if (rb->depth_back_fb.is_valid()) {
  1461. RD::get_singleton()->free(rb->depth_back_fb);
  1462. rb->depth_back_fb = RID();
  1463. }
  1464. if (rb->depth_back_texture.is_valid()) {
  1465. RD::get_singleton()->free(rb->depth_back_texture);
  1466. rb->depth_back_texture = RID();
  1467. }
  1468. if (rb->sss_texture.is_valid()) {
  1469. RD::get_singleton()->free(rb->sss_texture);
  1470. rb->sss_texture = RID();
  1471. }
  1472. if (rb->vrs_fb.is_valid()) {
  1473. RD::get_singleton()->free(rb->vrs_fb);
  1474. rb->vrs_fb = RID();
  1475. }
  1476. if (rb->vrs_texture.is_valid()) {
  1477. RD::get_singleton()->free(rb->vrs_texture);
  1478. rb->vrs_texture = RID();
  1479. }
  1480. for (int i = 0; i < 2; i++) {
  1481. for (int l = 0; l < rb->blur[i].layers.size(); l++) {
  1482. for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
  1483. // do we free the texture slice here? or is it enough to free the main texture?
  1484. // do free the mobile extra stuff
  1485. if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
  1486. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
  1487. }
  1488. // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
  1489. if (i == 0) {
  1490. if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
  1491. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
  1492. }
  1493. if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
  1494. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
  1495. }
  1496. }
  1497. }
  1498. }
  1499. rb->blur[i].layers.clear();
  1500. if (rb->blur[i].texture.is_valid()) {
  1501. RD::get_singleton()->free(rb->blur[i].texture);
  1502. rb->blur[i].texture = RID();
  1503. }
  1504. }
  1505. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1506. RD::get_singleton()->free(rb->luminance.fb[i]);
  1507. }
  1508. rb->luminance.fb.clear();
  1509. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1510. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1511. }
  1512. rb->luminance.reduce.clear();
  1513. if (rb->luminance.current_fb.is_valid()) {
  1514. RD::get_singleton()->free(rb->luminance.current_fb);
  1515. rb->luminance.current_fb = RID();
  1516. }
  1517. if (rb->luminance.current.is_valid()) {
  1518. RD::get_singleton()->free(rb->luminance.current);
  1519. rb->luminance.current = RID();
  1520. }
  1521. if (rb->ss_effects.linear_depth.is_valid()) {
  1522. RD::get_singleton()->free(rb->ss_effects.linear_depth);
  1523. rb->ss_effects.linear_depth = RID();
  1524. rb->ss_effects.linear_depth_slices.clear();
  1525. }
  1526. ss_effects->ssao_free(rb->ss_effects.ssao);
  1527. ss_effects->ssil_free(rb->ss_effects.ssil);
  1528. ss_effects->ssr_free(rb->ssr);
  1529. if (rb->taa.history.is_valid()) {
  1530. RD::get_singleton()->free(rb->taa.history);
  1531. rb->taa.history = RID();
  1532. }
  1533. if (rb->taa.temp.is_valid()) {
  1534. RD::get_singleton()->free(rb->taa.temp);
  1535. rb->taa.temp = RID();
  1536. }
  1537. if (rb->taa.prev_velocity.is_valid()) {
  1538. RD::get_singleton()->free(rb->taa.prev_velocity);
  1539. rb->taa.prev_velocity = RID();
  1540. }
  1541. rb->rbgi.free();
  1542. }
  1543. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const Projection &p_camera) {
  1544. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1545. ERR_FAIL_COND(!rb);
  1546. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1547. if (!can_use_effects) {
  1548. //just copy
  1549. return;
  1550. }
  1551. if (rb->blur[0].texture.is_null()) {
  1552. _allocate_blur_textures(rb);
  1553. }
  1554. RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
  1555. }
  1556. void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
  1557. ERR_FAIL_NULL(ss_effects);
  1558. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1559. ERR_FAIL_COND(!rb);
  1560. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1561. if (!can_use_effects) {
  1562. //just copy
  1563. copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count);
  1564. return;
  1565. }
  1566. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1567. ERR_FAIL_COND(!env);
  1568. ERR_FAIL_COND(!env->ssr_enabled);
  1569. Size2i half_size = Size2i(rb->internal_width / 2, rb->internal_height / 2);
  1570. if (rb->ssr.output.is_null()) {
  1571. ss_effects->ssr_allocate_buffers(rb->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, rb->view_count);
  1572. }
  1573. RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS];
  1574. RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS];
  1575. for (uint32_t v = 0; v < rb->view_count; v++) {
  1576. texture_slices[v] = rb->views[v].view_texture;
  1577. depth_slices[v] = rb->views[v].view_depth;
  1578. }
  1579. ss_effects->screen_space_reflection(rb->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, rb->view_count, p_projections, p_eye_offsets);
  1580. copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count);
  1581. }
  1582. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
  1583. ERR_FAIL_NULL(ss_effects);
  1584. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1585. ERR_FAIL_COND(!rb);
  1586. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1587. ERR_FAIL_COND(!env);
  1588. RENDER_TIMESTAMP("Process SSAO");
  1589. RendererRD::SSEffects::SSAOSettings settings;
  1590. settings.radius = env->ssao_radius;
  1591. settings.intensity = env->ssao_intensity;
  1592. settings.power = env->ssao_power;
  1593. settings.detail = env->ssao_detail;
  1594. settings.horizon = env->ssao_horizon;
  1595. settings.sharpness = env->ssao_sharpness;
  1596. settings.quality = ssao_quality;
  1597. settings.half_size = ssao_half_size;
  1598. settings.adaptive_target = ssao_adaptive_target;
  1599. settings.blur_passes = ssao_blur_passes;
  1600. settings.fadeout_from = ssao_fadeout_from;
  1601. settings.fadeout_to = ssao_fadeout_to;
  1602. settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
  1603. ss_effects->ssao_allocate_buffers(rb->ss_effects.ssao, settings, rb->ss_effects.linear_depth);
  1604. ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings);
  1605. }
  1606. void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) {
  1607. ERR_FAIL_NULL(ss_effects);
  1608. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1609. ERR_FAIL_COND(!rb);
  1610. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1611. ERR_FAIL_COND(!env);
  1612. RENDER_TIMESTAMP("Process SSIL");
  1613. RendererRD::SSEffects::SSILSettings settings;
  1614. settings.radius = env->ssil_radius;
  1615. settings.intensity = env->ssil_intensity;
  1616. settings.sharpness = env->ssil_sharpness;
  1617. settings.normal_rejection = env->ssil_normal_rejection;
  1618. settings.quality = ssil_quality;
  1619. settings.half_size = ssil_half_size;
  1620. settings.adaptive_target = ssil_adaptive_target;
  1621. settings.blur_passes = ssil_blur_passes;
  1622. settings.fadeout_from = ssil_fadeout_from;
  1623. settings.fadeout_to = ssil_fadeout_to;
  1624. settings.full_screen_size = Size2i(rb->width, rb->height);
  1625. Projection correction;
  1626. correction.set_depth_correction(true);
  1627. Projection projection = correction * p_projection;
  1628. Transform3D transform = p_transform;
  1629. transform.set_origin(Vector3(0.0, 0.0, 0.0));
  1630. Projection last_frame_projection = rb->ss_effects.last_frame_projection * Projection(rb->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
  1631. ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth);
  1632. ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
  1633. rb->ss_effects.last_frame_projection = projection;
  1634. rb->ss_effects.last_frame_transform = transform;
  1635. }
  1636. void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
  1637. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1638. ERR_FAIL_COND(!rb);
  1639. if (rb->ss_effects.ssil.last_frame.is_valid()) {
  1640. copy_effects->copy_to_rect(rb->texture, rb->ss_effects.ssil.last_frame, Rect2i(0, 0, rb->width, rb->height));
  1641. int width = rb->width;
  1642. int height = rb->height;
  1643. for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) {
  1644. width = MAX(1, width >> 1);
  1645. height = MAX(1, height >> 1);
  1646. copy_effects->make_mipmap(rb->ss_effects.ssil.last_frame_slices[i], rb->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height));
  1647. }
  1648. }
  1649. }
  1650. void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) {
  1651. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1652. ERR_FAIL_COND(!rb);
  1653. bool just_allocated = false;
  1654. if (rb->taa.history.is_null()) {
  1655. RD::TextureFormat tf;
  1656. if (rb->view_count > 1) {
  1657. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1658. }
  1659. tf.format = _render_buffers_get_color_format();
  1660. tf.width = rb->internal_width;
  1661. tf.height = rb->internal_height;
  1662. tf.array_layers = rb->view_count; // create a layer for every view
  1663. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  1664. rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1665. rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1666. tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
  1667. rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1668. just_allocated = true;
  1669. }
  1670. RD::get_singleton()->draw_command_begin_label("TAA");
  1671. if (!just_allocated) {
  1672. RendererCompositorRD::singleton->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far);
  1673. copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1674. }
  1675. copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1676. copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height));
  1677. RD::get_singleton()->draw_command_end_label();
  1678. }
  1679. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1680. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1681. ERR_FAIL_COND(!rb);
  1682. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1683. if (rb->blur[0].texture.is_null()) {
  1684. _allocate_blur_textures(rb);
  1685. }
  1686. bool can_use_storage = _render_buffers_can_be_storage();
  1687. for (uint32_t v = 0; v < rb->view_count; v++) {
  1688. if (can_use_storage) {
  1689. copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
  1690. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1691. copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
  1692. }
  1693. } else {
  1694. copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
  1695. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1696. copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
  1697. }
  1698. }
  1699. }
  1700. RD::get_singleton()->draw_command_end_label();
  1701. }
  1702. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1703. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1704. ERR_FAIL_COND(!rb);
  1705. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1706. if (rb->depth_back_texture.is_null()) {
  1707. _allocate_depth_backbuffer_textures(rb);
  1708. }
  1709. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1710. bool can_use_storage = _render_buffers_can_be_storage();
  1711. if (can_use_storage) {
  1712. copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1713. } else {
  1714. copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1715. }
  1716. RD::get_singleton()->draw_command_end_label();
  1717. }
  1718. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1719. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1720. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1721. ERR_FAIL_COND(!rb);
  1722. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1723. // Glow and override exposure (if enabled).
  1724. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1725. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1726. bool can_use_storage = _render_buffers_can_be_storage();
  1727. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1728. RENDER_TIMESTAMP("Depth of Field");
  1729. RD::get_singleton()->draw_command_begin_label("DOF");
  1730. if (rb->blur[0].texture.is_null()) {
  1731. _allocate_blur_textures(rb);
  1732. }
  1733. RendererRD::BokehDOF::BokehBuffers buffers;
  1734. // Textures we use
  1735. buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
  1736. buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1737. buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
  1738. buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
  1739. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1740. if (can_use_storage) {
  1741. for (uint32_t i = 0; i < rb->view_count; i++) {
  1742. buffers.base_texture = rb->views[i].view_texture;
  1743. buffers.depth_texture = rb->views[i].view_depth;
  1744. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1745. float z_near = p_render_data->view_projection[i].get_z_near();
  1746. float z_far = p_render_data->view_projection[i].get_z_far();
  1747. bokeh_dof->bokeh_dof_compute(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, z_near, z_far, p_render_data->cam_orthogonal);
  1748. };
  1749. } else {
  1750. // Set framebuffers.
  1751. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1752. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1753. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1754. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1755. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1756. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1757. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1758. // Set weight buffers.
  1759. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  1760. for (uint32_t i = 0; i < rb->view_count; i++) {
  1761. buffers.base_texture = rb->views[i].view_texture;
  1762. buffers.depth_texture = rb->views[i].view_depth;
  1763. buffers.base_fb = rb->views[i].view_fb;
  1764. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1765. float z_near = p_render_data->view_projection[i].get_z_near();
  1766. float z_far = p_render_data->view_projection[i].get_z_far();
  1767. bokeh_dof->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, z_near, z_far, p_render_data->cam_orthogonal);
  1768. }
  1769. }
  1770. RD::get_singleton()->draw_command_end_label();
  1771. }
  1772. if (can_use_effects && env && env->auto_exposure) {
  1773. RENDER_TIMESTAMP("Auto exposure");
  1774. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1775. if (rb->luminance.current.is_null()) {
  1776. _allocate_luminance_textures(rb);
  1777. }
  1778. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1779. rb->auto_exposure_version = env->auto_exposure_version;
  1780. double step = env->auto_exp_speed * time_step;
  1781. if (can_use_storage) {
  1782. RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1783. } else {
  1784. RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1785. }
  1786. // Swap final reduce with prev luminance.
  1787. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1788. if (!can_use_storage) {
  1789. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1790. }
  1791. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  1792. RD::get_singleton()->draw_command_end_label();
  1793. }
  1794. int max_glow_level = -1;
  1795. if (can_use_effects && env && env->glow_enabled) {
  1796. RENDER_TIMESTAMP("Glow");
  1797. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1798. /* see that blur textures are allocated */
  1799. if (rb->blur[1].texture.is_null()) {
  1800. _allocate_blur_textures(rb);
  1801. }
  1802. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1803. if (env->glow_levels[i] > 0.0) {
  1804. if (i >= rb->blur[1].layers[0].mipmaps.size()) {
  1805. max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
  1806. } else {
  1807. max_glow_level = i;
  1808. }
  1809. }
  1810. }
  1811. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1812. for (uint32_t l = 0; l < rb->view_count; l++) {
  1813. for (int i = 0; i < (max_glow_level + 1); i++) {
  1814. int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
  1815. int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
  1816. if (i == 0) {
  1817. RID luminance_texture;
  1818. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  1819. luminance_texture = rb->luminance.current;
  1820. }
  1821. if (can_use_storage) {
  1822. copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].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);
  1823. } else {
  1824. copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].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);
  1825. }
  1826. } else {
  1827. if (can_use_storage) {
  1828. copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  1829. } else {
  1830. copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  1831. }
  1832. }
  1833. }
  1834. }
  1835. RD::get_singleton()->draw_command_end_label();
  1836. }
  1837. {
  1838. RENDER_TIMESTAMP("Tonemap");
  1839. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1840. RendererRD::ToneMapper::TonemapSettings tonemap;
  1841. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  1842. tonemap.use_auto_exposure = true;
  1843. tonemap.exposure_texture = rb->luminance.current;
  1844. tonemap.auto_exposure_grey = env->auto_exp_scale;
  1845. } else {
  1846. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1847. }
  1848. if (can_use_effects && env && env->glow_enabled) {
  1849. tonemap.use_glow = true;
  1850. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(env->glow_blend_mode);
  1851. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  1852. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1853. tonemap.glow_levels[i] = env->glow_levels[i];
  1854. }
  1855. tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
  1856. tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
  1857. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1858. tonemap.glow_texture = rb->blur[1].texture;
  1859. if (env->glow_map.is_valid()) {
  1860. tonemap.glow_map_strength = env->glow_map_strength;
  1861. tonemap.glow_map = texture_storage->texture_get_rd_texture(env->glow_map);
  1862. } else {
  1863. tonemap.glow_map_strength = 0.0f;
  1864. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1865. }
  1866. } else {
  1867. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  1868. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1869. }
  1870. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1871. tonemap.use_fxaa = true;
  1872. }
  1873. tonemap.use_debanding = rb->use_debanding;
  1874. tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
  1875. if (env) {
  1876. tonemap.tonemap_mode = env->tone_mapper;
  1877. tonemap.white = env->white;
  1878. tonemap.exposure = env->exposure;
  1879. }
  1880. if (camfx && camfx->override_exposure_enabled) {
  1881. tonemap.exposure = camfx->override_exposure;
  1882. }
  1883. tonemap.use_color_correction = false;
  1884. tonemap.use_1d_color_correction = false;
  1885. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1886. if (can_use_effects && env) {
  1887. tonemap.use_bcs = env->adjustments_enabled;
  1888. tonemap.brightness = env->adjustments_brightness;
  1889. tonemap.contrast = env->adjustments_contrast;
  1890. tonemap.saturation = env->adjustments_saturation;
  1891. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1892. tonemap.use_color_correction = true;
  1893. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1894. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
  1895. }
  1896. }
  1897. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1898. tonemap.view_count = p_render_data->view_count;
  1899. tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1900. RD::get_singleton()->draw_command_end_label();
  1901. }
  1902. if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
  1903. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  1904. RendererCompositorRD::singleton->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
  1905. RD::get_singleton()->draw_command_end_label();
  1906. }
  1907. texture_storage->render_target_disable_clear_request(rb->render_target);
  1908. }
  1909. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  1910. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1911. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  1912. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1913. ERR_FAIL_COND(!rb);
  1914. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1915. // Override exposure (if enabled).
  1916. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1917. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1918. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  1919. RendererRD::ToneMapper::TonemapSettings tonemap;
  1920. if (env) {
  1921. tonemap.tonemap_mode = env->tone_mapper;
  1922. tonemap.exposure = env->exposure;
  1923. tonemap.white = env->white;
  1924. }
  1925. if (camfx && camfx->override_exposure_enabled) {
  1926. tonemap.exposure = camfx->override_exposure;
  1927. }
  1928. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  1929. // The problem is that we need to use the result so far and process them before we can
  1930. // apply this to our results.
  1931. if (can_use_effects && env && env->glow_enabled) {
  1932. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1933. }
  1934. if (can_use_effects && env && env->auto_exposure) {
  1935. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1936. }
  1937. tonemap.use_glow = false;
  1938. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  1939. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1940. tonemap.use_auto_exposure = false;
  1941. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1942. tonemap.use_color_correction = false;
  1943. tonemap.use_1d_color_correction = false;
  1944. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1945. if (can_use_effects && env) {
  1946. tonemap.use_bcs = env->adjustments_enabled;
  1947. tonemap.brightness = env->adjustments_brightness;
  1948. tonemap.contrast = env->adjustments_contrast;
  1949. tonemap.saturation = env->adjustments_saturation;
  1950. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1951. tonemap.use_color_correction = true;
  1952. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1953. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
  1954. }
  1955. }
  1956. tonemap.use_debanding = rb->use_debanding;
  1957. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1958. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1959. tonemap.view_count = p_render_data->view_count;
  1960. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  1961. RD::get_singleton()->draw_command_end_label();
  1962. }
  1963. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  1964. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1965. ERR_FAIL_COND(!rb);
  1966. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1967. texture_storage->render_target_disable_clear_request(rb->render_target);
  1968. }
  1969. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  1970. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1971. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1972. ERR_FAIL_COND(!rb);
  1973. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1974. if (p_shadow_atlas.is_valid()) {
  1975. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1976. if (shadow_atlas_texture.is_null()) {
  1977. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  1978. }
  1979. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1980. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1981. }
  1982. }
  1983. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1984. if (directional_shadow_get_texture().is_valid()) {
  1985. RID shadow_atlas_texture = directional_shadow_get_texture();
  1986. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1987. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1988. }
  1989. }
  1990. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1991. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  1992. if (decal_atlas.is_valid()) {
  1993. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1994. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  1995. }
  1996. }
  1997. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  1998. if (rb->luminance.current.is_valid()) {
  1999. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2000. copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  2001. }
  2002. }
  2003. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
  2004. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2005. copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  2006. }
  2007. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
  2008. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2009. copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2010. }
  2011. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  2012. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2013. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2014. }
  2015. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) {
  2016. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2017. RID ambient_texture = rb->rbgi.ambient_buffer;
  2018. RID reflection_texture = rb->rbgi.reflection_buffer;
  2019. copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->view_count > 1);
  2020. }
  2021. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  2022. if (p_occlusion_buffer.is_valid()) {
  2023. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2024. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
  2025. }
  2026. }
  2027. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
  2028. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2029. copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2030. }
  2031. }
  2032. 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) {
  2033. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  2034. ERR_FAIL_COND(!env);
  2035. env->adjustments_enabled = p_enable;
  2036. env->adjustments_brightness = p_brightness;
  2037. env->adjustments_contrast = p_contrast;
  2038. env->adjustments_saturation = p_saturation;
  2039. env->use_1d_color_correction = p_use_1d_color_correction;
  2040. env->color_correction = p_color_correction;
  2041. }
  2042. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  2043. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2044. ERR_FAIL_COND_V(!rb, RID());
  2045. if (!rb->blur[0].texture.is_valid()) {
  2046. return RID(); //not valid at the moment
  2047. }
  2048. return rb->blur[0].texture;
  2049. }
  2050. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  2051. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2052. ERR_FAIL_COND_V(!rb, RID());
  2053. if (!rb->depth_back_texture.is_valid()) {
  2054. return RID(); //not valid at the moment
  2055. }
  2056. return rb->depth_back_texture;
  2057. }
  2058. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  2059. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2060. ERR_FAIL_COND_V(!rb, RID());
  2061. return rb->depth_texture;
  2062. }
  2063. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  2064. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2065. ERR_FAIL_COND_V(!rb, RID());
  2066. return rb->ss_effects.ssao.ao_final;
  2067. }
  2068. RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
  2069. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2070. ERR_FAIL_COND_V(!rb, RID());
  2071. return rb->ss_effects.ssil.ssil_final;
  2072. }
  2073. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  2074. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2075. ERR_FAIL_COND_V(!rb, RID());
  2076. if (rb->rbgi.voxel_gi_buffer.is_null()) {
  2077. rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES);
  2078. }
  2079. return rb->rbgi.voxel_gi_buffer;
  2080. }
  2081. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  2082. return gi.default_voxel_gi_buffer;
  2083. }
  2084. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  2085. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2086. ERR_FAIL_COND_V(!rb, RID());
  2087. return rb->rbgi.ambient_buffer;
  2088. }
  2089. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  2090. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2091. ERR_FAIL_COND_V(!rb, RID());
  2092. return rb->rbgi.reflection_buffer;
  2093. }
  2094. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  2095. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2096. ERR_FAIL_COND_V(!rb, 0);
  2097. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2098. return rb->sdfgi->cascades.size();
  2099. }
  2100. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  2101. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2102. ERR_FAIL_COND_V(!rb, false);
  2103. return rb->sdfgi != nullptr;
  2104. }
  2105. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  2106. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2107. ERR_FAIL_COND_V(!rb, RID());
  2108. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2109. return rb->sdfgi->lightprobe_texture;
  2110. }
  2111. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2112. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2113. ERR_FAIL_COND_V(!rb, Vector3());
  2114. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  2115. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  2116. 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;
  2117. }
  2118. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2119. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2120. ERR_FAIL_COND_V(!rb, Vector3i());
  2121. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  2122. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  2123. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR;
  2124. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  2125. }
  2126. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  2127. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2128. ERR_FAIL_COND_V(!rb, 0);
  2129. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2130. return rb->sdfgi->normal_bias;
  2131. }
  2132. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  2133. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2134. ERR_FAIL_COND_V(!rb, 0);
  2135. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2136. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  2137. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  2138. }
  2139. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  2140. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2141. ERR_FAIL_COND_V(!rb, 0);
  2142. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2143. return rb->sdfgi->probe_axis_count;
  2144. }
  2145. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  2146. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2147. ERR_FAIL_COND_V(!rb, 0);
  2148. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2149. return rb->sdfgi->cascade_size;
  2150. }
  2151. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  2152. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2153. ERR_FAIL_COND_V(!rb, false);
  2154. ERR_FAIL_COND_V(!rb->sdfgi, false);
  2155. return rb->sdfgi->uses_occlusion;
  2156. }
  2157. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  2158. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2159. ERR_FAIL_COND_V(!rb, 0.0);
  2160. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  2161. return rb->sdfgi->energy;
  2162. }
  2163. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  2164. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2165. ERR_FAIL_COND_V(!rb, RID());
  2166. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2167. return rb->sdfgi->occlusion_texture;
  2168. }
  2169. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  2170. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2171. ERR_FAIL_COND_V(!rb, false);
  2172. return rb->volumetric_fog != nullptr;
  2173. }
  2174. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  2175. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2176. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  2177. return rb->volumetric_fog->fog_map;
  2178. }
  2179. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  2180. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2181. ERR_FAIL_COND_V(!rb, RID());
  2182. if (!rb->volumetric_fog) {
  2183. return RID();
  2184. }
  2185. return rb->volumetric_fog->sky_uniform_set;
  2186. }
  2187. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2188. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2189. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2190. return rb->volumetric_fog->length;
  2191. }
  2192. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2193. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2194. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2195. return rb->volumetric_fog->spread;
  2196. }
  2197. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  2198. return 1.0;
  2199. }
  2200. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2201. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2202. }
  2203. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2204. return true;
  2205. }
  2206. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
  2207. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2208. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2209. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2210. if (!_render_buffers_can_be_storage()) {
  2211. p_internal_height = p_height;
  2212. p_internal_width = p_width;
  2213. }
  2214. const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias;
  2215. material_storage->sampler_rd_configure_custom(texture_mipmap_bias);
  2216. update_uniform_sets();
  2217. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2218. // Should we add an overrule per viewport?
  2219. rb->internal_width = p_internal_width;
  2220. rb->internal_height = p_internal_height;
  2221. rb->width = p_width;
  2222. rb->height = p_height;
  2223. rb->fsr_sharpness = p_fsr_sharpness;
  2224. rb->render_target = p_render_target;
  2225. rb->msaa = p_msaa;
  2226. rb->screen_space_aa = p_screen_space_aa;
  2227. rb->use_taa = p_use_taa;
  2228. rb->use_debanding = p_use_debanding;
  2229. rb->view_count = p_view_count;
  2230. if (is_clustered_enabled()) {
  2231. if (rb->cluster_builder == nullptr) {
  2232. rb->cluster_builder = memnew(ClusterBuilderRD);
  2233. }
  2234. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2235. }
  2236. _free_render_buffer_data(rb);
  2237. {
  2238. RD::TextureFormat tf;
  2239. if (rb->view_count > 1) {
  2240. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2241. }
  2242. tf.format = _render_buffers_get_color_format();
  2243. tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
  2244. tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
  2245. tf.array_layers = rb->view_count; // create a layer for every view
  2246. 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;
  2247. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2248. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2249. }
  2250. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2251. rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2252. if ((p_internal_width != p_width || p_internal_height != p_height)) {
  2253. tf.width = rb->width;
  2254. tf.height = rb->height;
  2255. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2256. rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2257. } else {
  2258. rb->texture = rb->internal_texture;
  2259. rb->upscale_texture = rb->internal_texture;
  2260. }
  2261. }
  2262. {
  2263. RD::TextureFormat tf;
  2264. if (rb->view_count > 1) {
  2265. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2266. }
  2267. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2268. 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::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
  2269. } else {
  2270. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2271. }
  2272. tf.width = rb->internal_width;
  2273. tf.height = rb->internal_height;
  2274. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2275. tf.array_layers = rb->view_count; // create a layer for every view
  2276. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2277. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2278. } else {
  2279. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2280. }
  2281. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2282. }
  2283. {
  2284. if (!_render_buffers_can_be_storage()) {
  2285. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2286. Vector<RID> fb;
  2287. fb.push_back(rb->internal_texture);
  2288. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2289. }
  2290. rb->views.clear(); // JIC
  2291. if (rb->view_count == 1) {
  2292. // copy as a convenience
  2293. RenderBuffers::View view;
  2294. view.view_texture = rb->texture;
  2295. view.view_depth = rb->depth_texture;
  2296. view.view_fb = rb->texture_fb;
  2297. rb->views.push_back(view);
  2298. } else {
  2299. for (uint32_t i = 0; i < rb->view_count; i++) {
  2300. RenderBuffers::View view;
  2301. view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->texture, i, 0);
  2302. view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
  2303. if (!_render_buffers_can_be_storage()) {
  2304. Vector<RID> fb;
  2305. fb.push_back(view.view_texture);
  2306. view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
  2307. }
  2308. rb->views.push_back(view);
  2309. }
  2310. }
  2311. }
  2312. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target);
  2313. if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  2314. vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb);
  2315. }
  2316. RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
  2317. rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count, rb->vrs_texture);
  2318. if (is_clustered_enabled()) {
  2319. rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture);
  2320. }
  2321. }
  2322. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2323. gi.half_resolution = p_enable;
  2324. }
  2325. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2326. sss_quality = p_quality;
  2327. }
  2328. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2329. return sss_quality;
  2330. }
  2331. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2332. sss_scale = p_scale;
  2333. sss_depth_scale = p_depth_scale;
  2334. }
  2335. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  2336. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2337. if (shadows_quality != p_quality) {
  2338. shadows_quality = p_quality;
  2339. switch (shadows_quality) {
  2340. case RS::SHADOW_QUALITY_HARD: {
  2341. penumbra_shadow_samples = 4;
  2342. soft_shadow_samples = 0;
  2343. shadows_quality_radius = 1.0;
  2344. } break;
  2345. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2346. penumbra_shadow_samples = 4;
  2347. soft_shadow_samples = 1;
  2348. shadows_quality_radius = 1.5;
  2349. } break;
  2350. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2351. penumbra_shadow_samples = 8;
  2352. soft_shadow_samples = 4;
  2353. shadows_quality_radius = 2.0;
  2354. } break;
  2355. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2356. penumbra_shadow_samples = 12;
  2357. soft_shadow_samples = 8;
  2358. shadows_quality_radius = 2.0;
  2359. } break;
  2360. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2361. penumbra_shadow_samples = 24;
  2362. soft_shadow_samples = 16;
  2363. shadows_quality_radius = 3.0;
  2364. } break;
  2365. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2366. penumbra_shadow_samples = 32;
  2367. soft_shadow_samples = 32;
  2368. shadows_quality_radius = 4.0;
  2369. } break;
  2370. case RS::SHADOW_QUALITY_MAX:
  2371. break;
  2372. }
  2373. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2374. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2375. }
  2376. _update_shader_quality_settings();
  2377. }
  2378. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  2379. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2380. if (directional_shadow_quality != p_quality) {
  2381. directional_shadow_quality = p_quality;
  2382. switch (directional_shadow_quality) {
  2383. case RS::SHADOW_QUALITY_HARD: {
  2384. directional_penumbra_shadow_samples = 4;
  2385. directional_soft_shadow_samples = 0;
  2386. directional_shadow_quality_radius = 1.0;
  2387. } break;
  2388. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2389. directional_penumbra_shadow_samples = 4;
  2390. directional_soft_shadow_samples = 1;
  2391. directional_shadow_quality_radius = 1.5;
  2392. } break;
  2393. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2394. directional_penumbra_shadow_samples = 8;
  2395. directional_soft_shadow_samples = 4;
  2396. directional_shadow_quality_radius = 2.0;
  2397. } break;
  2398. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2399. directional_penumbra_shadow_samples = 12;
  2400. directional_soft_shadow_samples = 8;
  2401. directional_shadow_quality_radius = 2.0;
  2402. } break;
  2403. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2404. directional_penumbra_shadow_samples = 24;
  2405. directional_soft_shadow_samples = 16;
  2406. directional_shadow_quality_radius = 3.0;
  2407. } break;
  2408. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2409. directional_penumbra_shadow_samples = 32;
  2410. directional_soft_shadow_samples = 32;
  2411. directional_shadow_quality_radius = 4.0;
  2412. } break;
  2413. case RS::SHADOW_QUALITY_MAX:
  2414. break;
  2415. }
  2416. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2417. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2418. }
  2419. _update_shader_quality_settings();
  2420. }
  2421. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2422. if (decals_filter == p_filter) {
  2423. return;
  2424. }
  2425. decals_filter = p_filter;
  2426. _update_shader_quality_settings();
  2427. }
  2428. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2429. if (light_projectors_filter == p_filter) {
  2430. return;
  2431. }
  2432. light_projectors_filter = p_filter;
  2433. _update_shader_quality_settings();
  2434. }
  2435. int RendererSceneRenderRD::get_roughness_layers() const {
  2436. return sky.roughness_layers;
  2437. }
  2438. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2439. return sky.sky_use_cubemap_array;
  2440. }
  2441. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2442. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2443. ERR_FAIL_COND_V(!rb, nullptr);
  2444. return rb->data;
  2445. }
  2446. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2447. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2448. cluster.reflection_count = 0;
  2449. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2450. if (cluster.reflection_count == cluster.max_reflections) {
  2451. break;
  2452. }
  2453. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2454. if (!rpi) {
  2455. continue;
  2456. }
  2457. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2458. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2459. cluster.reflection_count++;
  2460. }
  2461. if (cluster.reflection_count > 0) {
  2462. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2463. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2464. }
  2465. bool using_forward_ids = _uses_forward_ids();
  2466. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2467. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2468. if (using_forward_ids) {
  2469. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2470. }
  2471. RID base_probe = rpi->probe;
  2472. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2473. Vector3 extents = light_storage->reflection_probe_get_extents(base_probe);
  2474. rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2475. reflection_ubo.box_extents[0] = extents.x;
  2476. reflection_ubo.box_extents[1] = extents.y;
  2477. reflection_ubo.box_extents[2] = extents.z;
  2478. reflection_ubo.index = rpi->atlas_index;
  2479. Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe);
  2480. reflection_ubo.box_offset[0] = origin_offset.x;
  2481. reflection_ubo.box_offset[1] = origin_offset.y;
  2482. reflection_ubo.box_offset[2] = origin_offset.z;
  2483. reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2484. reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe);
  2485. reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe);
  2486. reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
  2487. reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
  2488. Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
  2489. float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
  2490. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2491. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2492. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2493. Transform3D transform = rpi->transform;
  2494. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2495. RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix);
  2496. if (current_cluster_builder != nullptr) {
  2497. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2498. }
  2499. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2500. }
  2501. if (cluster.reflection_count) {
  2502. 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);
  2503. }
  2504. }
  2505. 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) {
  2506. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2507. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2508. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2509. r_directional_light_count = 0;
  2510. r_positional_light_count = 0;
  2511. Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2512. cluster.omni_light_count = 0;
  2513. cluster.spot_light_count = 0;
  2514. r_directional_light_soft_shadows = false;
  2515. for (int i = 0; i < (int)p_lights.size(); i++) {
  2516. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2517. if (!li) {
  2518. continue;
  2519. }
  2520. RID base = li->light;
  2521. ERR_CONTINUE(base.is_null());
  2522. RS::LightType type = light_storage->light_get_type(base);
  2523. switch (type) {
  2524. case RS::LIGHT_DIRECTIONAL: {
  2525. if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
  2526. continue;
  2527. }
  2528. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2529. Transform3D light_transform = li->transform;
  2530. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2531. light_data.direction[0] = direction.x;
  2532. light_data.direction[1] = direction.y;
  2533. light_data.direction[2] = direction.z;
  2534. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2535. light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2536. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2537. light_data.color[0] = linear_col.r;
  2538. light_data.color[1] = linear_col.g;
  2539. light_data.color[2] = linear_col.b;
  2540. light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2541. light_data.mask = light_storage->light_get_cull_mask(base);
  2542. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2543. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2544. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2545. WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
  2546. }
  2547. light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base);
  2548. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2549. if (angular_diameter > 0.0) {
  2550. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2551. // technically this will keep expanding until reaching the sun, but all we care
  2552. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2553. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2554. if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
  2555. // Only enable PCSS-like soft shadows if blurring is enabled.
  2556. // Otherwise, performance would decrease with no visual difference.
  2557. r_directional_light_soft_shadows = true;
  2558. }
  2559. } else {
  2560. angular_diameter = 0.0;
  2561. }
  2562. if (light_data.shadow_enabled) {
  2563. RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
  2564. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2565. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
  2566. for (int j = 0; j < 4; j++) {
  2567. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2568. Projection matrix = li->shadow_transform[j].camera;
  2569. float split = li->shadow_transform[MIN(limit, j)].split;
  2570. Projection bias;
  2571. bias.set_light_bias();
  2572. Projection rectm;
  2573. rectm.set_light_atlas_rect(atlas_rect);
  2574. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2575. Projection shadow_mtx = rectm * bias * matrix * modelview;
  2576. light_data.shadow_split_offsets[j] = split;
  2577. float bias_scale = li->shadow_transform[j].bias_scale;
  2578. light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2579. light_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2580. light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
  2581. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2582. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2583. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2584. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2585. uv_scale *= atlas_rect.size; //adapt to atlas size
  2586. switch (j) {
  2587. case 0: {
  2588. light_data.uv_scale1[0] = uv_scale.x;
  2589. light_data.uv_scale1[1] = uv_scale.y;
  2590. } break;
  2591. case 1: {
  2592. light_data.uv_scale2[0] = uv_scale.x;
  2593. light_data.uv_scale2[1] = uv_scale.y;
  2594. } break;
  2595. case 2: {
  2596. light_data.uv_scale3[0] = uv_scale.x;
  2597. light_data.uv_scale3[1] = uv_scale.y;
  2598. } break;
  2599. case 3: {
  2600. light_data.uv_scale4[0] = uv_scale.x;
  2601. light_data.uv_scale4[1] = uv_scale.y;
  2602. } break;
  2603. }
  2604. }
  2605. float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2606. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2607. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2608. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2609. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2610. light_data.softshadow_angle = angular_diameter;
  2611. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2612. if (angular_diameter <= 0.0) {
  2613. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2614. }
  2615. }
  2616. r_directional_light_count++;
  2617. } break;
  2618. case RS::LIGHT_OMNI: {
  2619. if (cluster.omni_light_count >= cluster.max_lights) {
  2620. continue;
  2621. }
  2622. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2623. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2624. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2625. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2626. if (distance > fade_begin) {
  2627. if (distance > fade_begin + fade_length) {
  2628. // Out of range, don't draw this light to improve performance.
  2629. continue;
  2630. }
  2631. }
  2632. }
  2633. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2634. cluster.omni_light_sort[cluster.omni_light_count].depth = distance;
  2635. cluster.omni_light_count++;
  2636. } break;
  2637. case RS::LIGHT_SPOT: {
  2638. if (cluster.spot_light_count >= cluster.max_lights) {
  2639. continue;
  2640. }
  2641. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2642. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2643. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2644. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2645. if (distance > fade_begin) {
  2646. if (distance > fade_begin + fade_length) {
  2647. // Out of range, don't draw this light to improve performance.
  2648. continue;
  2649. }
  2650. }
  2651. }
  2652. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2653. cluster.spot_light_sort[cluster.spot_light_count].depth = distance;
  2654. cluster.spot_light_count++;
  2655. } break;
  2656. }
  2657. li->last_pass = RSG::rasterizer->get_frame_number();
  2658. }
  2659. if (cluster.omni_light_count) {
  2660. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2661. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2662. }
  2663. if (cluster.spot_light_count) {
  2664. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2665. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2666. }
  2667. ShadowAtlas *shadow_atlas = nullptr;
  2668. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2669. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2670. }
  2671. bool using_forward_ids = _uses_forward_ids();
  2672. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2673. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2674. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2675. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2676. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2677. RID base = li->light;
  2678. if (using_forward_ids) {
  2679. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2680. }
  2681. Transform3D light_transform = li->transform;
  2682. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2683. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2684. light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2685. // Reuse fade begin, fade length and distance for shadow LOD determination later.
  2686. float fade_begin = 0.0;
  2687. float fade_length = 0.0;
  2688. real_t distance = 0.0;
  2689. float fade = 1.0;
  2690. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2691. fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2692. fade_length = light_storage->light_get_distance_fade_length(li->light);
  2693. distance = camera_plane.distance_to(li->transform.origin);
  2694. if (distance > fade_begin) {
  2695. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2696. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2697. }
  2698. }
  2699. float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
  2700. light_data.color[0] = linear_col.r * energy;
  2701. light_data.color[1] = linear_col.g * energy;
  2702. light_data.color[2] = linear_col.b * energy;
  2703. light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2704. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2705. float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2706. light_data.inv_radius = 1.0 / radius;
  2707. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2708. light_data.position[0] = pos.x;
  2709. light_data.position[1] = pos.y;
  2710. light_data.position[2] = pos.z;
  2711. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2712. light_data.direction[0] = direction.x;
  2713. light_data.direction[1] = direction.y;
  2714. light_data.direction[2] = direction.z;
  2715. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2716. light_data.size = size;
  2717. light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2718. float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2719. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2720. light_data.mask = light_storage->light_get_cull_mask(base);
  2721. light_data.atlas_rect[0] = 0;
  2722. light_data.atlas_rect[1] = 0;
  2723. light_data.atlas_rect[2] = 0;
  2724. light_data.atlas_rect[3] = 0;
  2725. RID projector = light_storage->light_get_projector(base);
  2726. if (projector.is_valid()) {
  2727. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
  2728. if (type == RS::LIGHT_SPOT) {
  2729. light_data.projector_rect[0] = rect.position.x;
  2730. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2731. light_data.projector_rect[2] = rect.size.width;
  2732. light_data.projector_rect[3] = -rect.size.height;
  2733. } else {
  2734. light_data.projector_rect[0] = rect.position.x;
  2735. light_data.projector_rect[1] = rect.position.y;
  2736. light_data.projector_rect[2] = rect.size.width;
  2737. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2738. }
  2739. } else {
  2740. light_data.projector_rect[0] = 0;
  2741. light_data.projector_rect[1] = 0;
  2742. light_data.projector_rect[2] = 0;
  2743. light_data.projector_rect[3] = 0;
  2744. }
  2745. const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
  2746. bool in_shadow_range = true;
  2747. if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
  2748. if (distance > light_storage->light_get_distance_fade_shadow(li->light)) {
  2749. // Out of range, don't draw shadows to improve performance.
  2750. in_shadow_range = false;
  2751. }
  2752. }
  2753. if (needs_shadow && in_shadow_range) {
  2754. // fill in the shadow information
  2755. light_data.shadow_enabled = true;
  2756. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2757. light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2758. if (type == RS::LIGHT_SPOT) {
  2759. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2760. } else { //omni
  2761. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2762. }
  2763. light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base);
  2764. Vector2i omni_offset;
  2765. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2766. light_data.atlas_rect[0] = rect.position.x;
  2767. light_data.atlas_rect[1] = rect.position.y;
  2768. light_data.atlas_rect[2] = rect.size.width;
  2769. light_data.atlas_rect[3] = rect.size.height;
  2770. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2771. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2772. if (type == RS::LIGHT_OMNI) {
  2773. Transform3D proj = (inverse_transform * light_transform).inverse();
  2774. RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix);
  2775. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  2776. // Only enable PCSS-like soft shadows if blurring is enabled.
  2777. // Otherwise, performance would decrease with no visual difference.
  2778. light_data.soft_shadow_size = size;
  2779. } else {
  2780. light_data.soft_shadow_size = 0.0;
  2781. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2782. }
  2783. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2784. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  2785. } else if (type == RS::LIGHT_SPOT) {
  2786. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2787. Projection bias;
  2788. bias.set_light_bias();
  2789. Projection shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2790. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
  2791. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  2792. // Only enable PCSS-like soft shadows if blurring is enabled.
  2793. // Otherwise, performance would decrease with no visual difference.
  2794. Projection cm = li->shadow_transform[0].camera;
  2795. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2796. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2797. } else {
  2798. light_data.soft_shadow_size = 0.0;
  2799. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2800. }
  2801. }
  2802. } else {
  2803. light_data.shadow_enabled = false;
  2804. }
  2805. li->cull_mask = light_storage->light_get_cull_mask(base);
  2806. if (current_cluster_builder != nullptr) {
  2807. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2808. }
  2809. r_positional_light_count++;
  2810. }
  2811. //update without barriers
  2812. if (cluster.omni_light_count) {
  2813. 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);
  2814. }
  2815. if (cluster.spot_light_count) {
  2816. 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);
  2817. }
  2818. if (r_directional_light_count) {
  2819. 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);
  2820. }
  2821. }
  2822. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2823. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2824. Transform3D uv_xform;
  2825. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2826. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2827. uint32_t decal_count = p_decals.size();
  2828. cluster.decal_count = 0;
  2829. for (uint32_t i = 0; i < decal_count; i++) {
  2830. if (cluster.decal_count == cluster.max_decals) {
  2831. break;
  2832. }
  2833. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  2834. if (!di) {
  2835. continue;
  2836. }
  2837. RID decal = di->decal;
  2838. Transform3D xform = di->transform;
  2839. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2840. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  2841. float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  2842. float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  2843. if (distance > fade_begin) {
  2844. if (distance > fade_begin + fade_length) {
  2845. continue; // do not use this decal, its invisible
  2846. }
  2847. }
  2848. }
  2849. cluster.decal_sort[cluster.decal_count].instance = di;
  2850. cluster.decal_sort[cluster.decal_count].depth = distance;
  2851. cluster.decal_count++;
  2852. }
  2853. if (cluster.decal_count > 0) {
  2854. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2855. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2856. }
  2857. bool using_forward_ids = _uses_forward_ids();
  2858. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2859. DecalInstance *di = cluster.decal_sort[i].instance;
  2860. RID decal = di->decal;
  2861. if (using_forward_ids) {
  2862. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2863. }
  2864. di->cull_mask = texture_storage->decal_get_cull_mask(decal);
  2865. Transform3D xform = di->transform;
  2866. float fade = 1.0;
  2867. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  2868. const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2869. const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  2870. const float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  2871. if (distance > fade_begin) {
  2872. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2873. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2874. }
  2875. }
  2876. Cluster::DecalData &dd = cluster.decals[i];
  2877. Vector3 decal_extents = texture_storage->decal_get_extents(decal);
  2878. Transform3D scale_xform;
  2879. scale_xform.basis.scale(decal_extents);
  2880. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2881. RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform);
  2882. Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
  2883. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2884. dd.normal[0] = normal.x;
  2885. dd.normal[1] = normal.y;
  2886. dd.normal[2] = normal.z;
  2887. dd.normal_fade = texture_storage->decal_get_normal_fade(decal);
  2888. RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2889. RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2890. if (albedo_tex.is_valid()) {
  2891. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex);
  2892. dd.albedo_rect[0] = rect.position.x;
  2893. dd.albedo_rect[1] = rect.position.y;
  2894. dd.albedo_rect[2] = rect.size.x;
  2895. dd.albedo_rect[3] = rect.size.y;
  2896. } else {
  2897. if (!emission_tex.is_valid()) {
  2898. continue; //no albedo, no emission, no decal.
  2899. }
  2900. dd.albedo_rect[0] = 0;
  2901. dd.albedo_rect[1] = 0;
  2902. dd.albedo_rect[2] = 0;
  2903. dd.albedo_rect[3] = 0;
  2904. }
  2905. RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2906. if (normal_tex.is_valid()) {
  2907. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex);
  2908. dd.normal_rect[0] = rect.position.x;
  2909. dd.normal_rect[1] = rect.position.y;
  2910. dd.normal_rect[2] = rect.size.x;
  2911. dd.normal_rect[3] = rect.size.y;
  2912. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2913. RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
  2914. } else {
  2915. dd.normal_rect[0] = 0;
  2916. dd.normal_rect[1] = 0;
  2917. dd.normal_rect[2] = 0;
  2918. dd.normal_rect[3] = 0;
  2919. }
  2920. RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2921. if (orm_tex.is_valid()) {
  2922. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex);
  2923. dd.orm_rect[0] = rect.position.x;
  2924. dd.orm_rect[1] = rect.position.y;
  2925. dd.orm_rect[2] = rect.size.x;
  2926. dd.orm_rect[3] = rect.size.y;
  2927. } else {
  2928. dd.orm_rect[0] = 0;
  2929. dd.orm_rect[1] = 0;
  2930. dd.orm_rect[2] = 0;
  2931. dd.orm_rect[3] = 0;
  2932. }
  2933. if (emission_tex.is_valid()) {
  2934. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex);
  2935. dd.emission_rect[0] = rect.position.x;
  2936. dd.emission_rect[1] = rect.position.y;
  2937. dd.emission_rect[2] = rect.size.x;
  2938. dd.emission_rect[3] = rect.size.y;
  2939. } else {
  2940. dd.emission_rect[0] = 0;
  2941. dd.emission_rect[1] = 0;
  2942. dd.emission_rect[2] = 0;
  2943. dd.emission_rect[3] = 0;
  2944. }
  2945. Color modulate = texture_storage->decal_get_modulate(decal);
  2946. dd.modulate[0] = modulate.r;
  2947. dd.modulate[1] = modulate.g;
  2948. dd.modulate[2] = modulate.b;
  2949. dd.modulate[3] = modulate.a * fade;
  2950. dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade;
  2951. dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal);
  2952. dd.mask = texture_storage->decal_get_cull_mask(decal);
  2953. dd.upper_fade = texture_storage->decal_get_upper_fade(decal);
  2954. dd.lower_fade = texture_storage->decal_get_lower_fade(decal);
  2955. if (current_cluster_builder != nullptr) {
  2956. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2957. }
  2958. }
  2959. if (cluster.decal_count > 0) {
  2960. 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);
  2961. }
  2962. }
  2963. ////////////////////////////////////////////////////////////////////////////////
  2964. // FOG SHADER
  2965. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_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) {
  2966. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  2967. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2968. ERR_FAIL_COND(!rb);
  2969. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  2970. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  2971. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  2972. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  2973. if (rb->volumetric_fog) {
  2974. //validate
  2975. 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) {
  2976. memdelete(rb->volumetric_fog);
  2977. rb->volumetric_fog = nullptr;
  2978. }
  2979. }
  2980. if (!env || !env->volumetric_fog_enabled) {
  2981. //no reason to enable or update, bye
  2982. return;
  2983. }
  2984. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  2985. //required volumetric fog but not existing, create
  2986. rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd));
  2987. }
  2988. if (rb->volumetric_fog) {
  2989. RendererRD::Fog::VolumetricFogSettings settings;
  2990. settings.rb_size = Vector2i(rb->width, rb->height);
  2991. settings.time = time;
  2992. settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
  2993. settings.max_cluster_elements = max_cluster_elements;
  2994. settings.volumetric_fog_filter_active = volumetric_fog_filter_active;
  2995. settings.shadow_sampler = shadow_sampler;
  2996. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2997. settings.shadow_atlas_depth = shadow_atlas ? shadow_atlas->depth : RID();
  2998. settings.voxel_gl_buffer = render_buffers_get_voxel_gi_buffer(p_render_buffers);
  2999. settings.omni_light_buffer = get_omni_light_buffer();
  3000. settings.spot_light_buffer = get_spot_light_buffer();
  3001. settings.directional_shadow_depth = directional_shadow.depth;
  3002. settings.directional_light_buffer = get_directional_light_buffer();
  3003. settings.vfog = rb->volumetric_fog;
  3004. settings.cluster_builder = rb->cluster_builder;
  3005. settings.rbgi = &rb->rbgi;
  3006. settings.sdfgi = rb->sdfgi;
  3007. settings.env = env;
  3008. settings.sky = &sky;
  3009. settings.gi = &gi;
  3010. RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
  3011. }
  3012. }
  3013. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3014. if (p_render_data->render_buffers.is_valid()) {
  3015. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3016. if (rb->sdfgi != nullptr) {
  3017. return true;
  3018. }
  3019. }
  3020. return false;
  3021. }
  3022. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3023. if (p_render_data->render_buffers.is_valid()) {
  3024. if (p_use_gi) {
  3025. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3026. ERR_FAIL_COND(rb == nullptr);
  3027. if (rb->sdfgi == nullptr) {
  3028. return;
  3029. }
  3030. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  3031. rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky));
  3032. }
  3033. }
  3034. }
  3035. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3036. if (p_render_data->render_buffers.is_valid()) {
  3037. if (p_use_gi) {
  3038. RD::get_singleton()->compute_list_end();
  3039. }
  3040. }
  3041. }
  3042. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices) {
  3043. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  3044. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  3045. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  3046. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3047. ERR_FAIL_COND(rb == nullptr);
  3048. if (rb->sdfgi != nullptr) {
  3049. rb->sdfgi->store_probes();
  3050. }
  3051. }
  3052. render_state.cube_shadows.clear();
  3053. render_state.shadows.clear();
  3054. render_state.directional_shadows.clear();
  3055. Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  3056. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  3057. {
  3058. for (int i = 0; i < render_state.render_shadow_count; i++) {
  3059. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  3060. if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  3061. render_state.directional_shadows.push_back(i);
  3062. } else if (light_storage->light_get_type(li->light) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3063. render_state.cube_shadows.push_back(i);
  3064. } else {
  3065. render_state.shadows.push_back(i);
  3066. }
  3067. }
  3068. //cube shadows are rendered in their own way
  3069. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  3070. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
  3071. }
  3072. if (render_state.directional_shadows.size()) {
  3073. //open the pass for directional shadows
  3074. _update_directional_shadow_atlas();
  3075. 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);
  3076. RD::get_singleton()->draw_list_end();
  3077. }
  3078. }
  3079. // Render GI
  3080. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  3081. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  3082. if (render_shadows && render_gi) {
  3083. RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
  3084. } else if (render_shadows) {
  3085. RENDER_TIMESTAMP("Render Shadows");
  3086. } else if (render_gi) {
  3087. RENDER_TIMESTAMP("Render GI");
  3088. }
  3089. //prepare shadow rendering
  3090. if (render_shadows) {
  3091. _render_shadow_begin();
  3092. //render directional shadows
  3093. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  3094. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  3095. }
  3096. //render positional shadows
  3097. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  3098. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  3099. }
  3100. _render_shadow_process();
  3101. }
  3102. //start GI
  3103. if (render_gi) {
  3104. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_vrs_slices, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  3105. }
  3106. //Do shadow rendering (in parallel with GI)
  3107. if (render_shadows) {
  3108. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  3109. }
  3110. if (render_gi) {
  3111. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  3112. }
  3113. if (p_render_data->render_buffers.is_valid() && ss_effects) {
  3114. if (p_use_ssao || p_use_ssil) {
  3115. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3116. ERR_FAIL_COND(!rb);
  3117. bool invalidate_uniform_set = false;
  3118. if (rb->ss_effects.linear_depth.is_null()) {
  3119. RD::TextureFormat tf;
  3120. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  3121. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  3122. tf.width = (rb->width + 1) / 2;
  3123. tf.height = (rb->height + 1) / 2;
  3124. tf.mipmaps = 5;
  3125. tf.array_layers = 4;
  3126. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  3127. rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3128. RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
  3129. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  3130. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
  3131. rb->ss_effects.linear_depth_slices.push_back(slice);
  3132. RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
  3133. }
  3134. invalidate_uniform_set = true;
  3135. }
  3136. ss_effects->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
  3137. }
  3138. if (p_use_ssao) {
  3139. // TODO make these proper stereo
  3140. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection);
  3141. }
  3142. if (p_use_ssil) {
  3143. // TODO make these proper stereo
  3144. _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform);
  3145. }
  3146. }
  3147. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  3148. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  3149. if (current_cluster_builder) {
  3150. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  3151. }
  3152. bool using_shadows = true;
  3153. if (p_render_data->reflection_probe.is_valid()) {
  3154. if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  3155. using_shadows = false;
  3156. }
  3157. } else {
  3158. //do not render reflections when rendering a reflection probe
  3159. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  3160. }
  3161. uint32_t directional_light_count = 0;
  3162. uint32_t positional_light_count = 0;
  3163. _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);
  3164. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  3165. p_render_data->directional_light_count = directional_light_count;
  3166. if (current_cluster_builder) {
  3167. current_cluster_builder->bake_cluster();
  3168. }
  3169. if (p_render_data->render_buffers.is_valid()) {
  3170. bool directional_shadows = false;
  3171. for (uint32_t i = 0; i < directional_light_count; i++) {
  3172. if (cluster.directional_lights[i].shadow_enabled) {
  3173. directional_shadows = true;
  3174. break;
  3175. }
  3176. }
  3177. if (is_volumetric_supported()) {
  3178. _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->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
  3179. }
  3180. }
  3181. }
  3182. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  3183. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3184. // getting this here now so we can direct call a bunch of things more easily
  3185. RenderBuffers *rb = nullptr;
  3186. if (p_render_buffers.is_valid()) {
  3187. rb = render_buffers_owner.get_or_null(p_render_buffers);
  3188. ERR_FAIL_COND(!rb);
  3189. }
  3190. //assign render data
  3191. RenderDataRD render_data;
  3192. {
  3193. render_data.render_buffers = p_render_buffers;
  3194. // Our first camera is used by default
  3195. render_data.cam_transform = p_camera_data->main_transform;
  3196. render_data.cam_projection = p_camera_data->main_projection;
  3197. render_data.cam_orthogonal = p_camera_data->is_orthogonal;
  3198. render_data.taa_jitter = p_camera_data->taa_jitter;
  3199. render_data.view_count = p_camera_data->view_count;
  3200. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3201. render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  3202. render_data.view_projection[v] = p_camera_data->view_projection[v];
  3203. }
  3204. render_data.prev_cam_transform = p_prev_camera_data->main_transform;
  3205. render_data.prev_cam_projection = p_prev_camera_data->main_projection;
  3206. render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  3207. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3208. render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  3209. }
  3210. render_data.z_near = p_camera_data->main_projection.get_z_near();
  3211. render_data.z_far = p_camera_data->main_projection.get_z_far();
  3212. render_data.instances = &p_instances;
  3213. render_data.lights = &p_lights;
  3214. render_data.reflection_probes = &p_reflection_probes;
  3215. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  3216. render_data.decals = &p_decals;
  3217. render_data.lightmaps = &p_lightmaps;
  3218. render_data.fog_volumes = &p_fog_volumes;
  3219. render_data.environment = p_environment;
  3220. render_data.camera_effects = p_camera_effects;
  3221. render_data.shadow_atlas = p_shadow_atlas;
  3222. render_data.reflection_atlas = p_reflection_atlas;
  3223. render_data.reflection_probe = p_reflection_probe;
  3224. render_data.reflection_probe_pass = p_reflection_probe_pass;
  3225. // this should be the same for all cameras..
  3226. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  3227. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  3228. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  3229. render_data.screen_mesh_lod_threshold = 0.0;
  3230. } else {
  3231. render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  3232. }
  3233. render_state.render_shadows = p_render_shadows;
  3234. render_state.render_shadow_count = p_render_shadow_count;
  3235. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3236. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3237. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3238. render_data.render_info = r_render_info;
  3239. }
  3240. PagedArray<RID> empty;
  3241. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3242. render_data.lights = &empty;
  3243. render_data.reflection_probes = &empty;
  3244. render_data.voxel_gi_instances = &empty;
  3245. }
  3246. //sdfgi first
  3247. if (rb != nullptr && rb->sdfgi != nullptr) {
  3248. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3249. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  3250. }
  3251. if (render_state.sdfgi_update_data->update_static) {
  3252. 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);
  3253. }
  3254. }
  3255. Color clear_color;
  3256. if (p_render_buffers.is_valid()) {
  3257. clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
  3258. } else {
  3259. clear_color = RSG::texture_storage->get_default_clear_color();
  3260. }
  3261. //assign render indices to voxel_gi_instances
  3262. if (is_dynamic_gi_supported()) {
  3263. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3264. RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  3265. if (voxel_gi_inst) {
  3266. voxel_gi_inst->render_index = i;
  3267. }
  3268. }
  3269. }
  3270. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3271. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3272. current_cluster_builder = rb->cluster_builder;
  3273. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3274. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  3275. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  3276. if (!ra) {
  3277. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3278. current_cluster_builder = nullptr;
  3279. } else {
  3280. current_cluster_builder = ra->cluster_builder;
  3281. }
  3282. } else {
  3283. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  3284. current_cluster_builder = nullptr;
  3285. }
  3286. render_state.voxel_gi_count = 0;
  3287. if (rb != nullptr && is_dynamic_gi_supported()) {
  3288. if (rb->sdfgi) {
  3289. rb->sdfgi->update_cascades();
  3290. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  3291. rb->sdfgi->update_light();
  3292. }
  3293. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  3294. }
  3295. render_state.depth_prepass_used = false;
  3296. //calls _pre_opaque_render between depth pre-pass and opaque pass
  3297. if (current_cluster_builder != nullptr) {
  3298. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  3299. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  3300. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  3301. }
  3302. if (rb != nullptr && rb->vrs_fb.is_valid()) {
  3303. // vrs_fb will only be valid if vrs is enabled
  3304. vrs->update_vrs_texture(rb->vrs_fb, rb->render_target);
  3305. }
  3306. _render_scene(&render_data, clear_color);
  3307. if (p_render_buffers.is_valid()) {
  3308. /*
  3309. _debug_draw_cluster(p_render_buffers);
  3310. _render_buffers_post_process_and_tonemap(&render_data);
  3311. */
  3312. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  3313. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  3314. Vector<RID> view_rids;
  3315. for (int v = 0; v < rb->views.size(); v++) {
  3316. view_rids.push_back(rb->views[v].view_texture);
  3317. }
  3318. rb->sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture, view_rids);
  3319. }
  3320. }
  3321. }
  3322. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  3323. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  3324. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  3325. 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) {
  3326. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  3327. switch (dd) {
  3328. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  3329. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  3330. break;
  3331. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  3332. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  3333. break;
  3334. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  3335. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  3336. break;
  3337. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  3338. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  3339. break;
  3340. default: {
  3341. }
  3342. }
  3343. current_cluster_builder->debug(elem_type);
  3344. }
  3345. }
  3346. }
  3347. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  3348. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  3349. ERR_FAIL_COND(!light_instance);
  3350. Rect2i atlas_rect;
  3351. uint32_t atlas_size;
  3352. RID atlas_fb;
  3353. bool using_dual_paraboloid = false;
  3354. bool using_dual_paraboloid_flip = false;
  3355. Vector2i dual_paraboloid_offset;
  3356. RID render_fb;
  3357. RID render_texture;
  3358. float zfar;
  3359. bool use_pancake = false;
  3360. bool render_cubemap = false;
  3361. bool finalize_cubemap = false;
  3362. bool flip_y = false;
  3363. Projection light_projection;
  3364. Transform3D light_transform;
  3365. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  3366. //set pssm stuff
  3367. if (light_instance->last_scene_shadow_pass != scene_pass) {
  3368. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  3369. directional_shadow.current_light++;
  3370. light_instance->last_scene_shadow_pass = scene_pass;
  3371. }
  3372. use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  3373. light_projection = light_instance->shadow_transform[p_pass].camera;
  3374. light_transform = light_instance->shadow_transform[p_pass].transform;
  3375. atlas_rect = light_instance->directional_rect;
  3376. if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3377. atlas_rect.size.width /= 2;
  3378. atlas_rect.size.height /= 2;
  3379. if (p_pass == 1) {
  3380. atlas_rect.position.x += atlas_rect.size.width;
  3381. } else if (p_pass == 2) {
  3382. atlas_rect.position.y += atlas_rect.size.height;
  3383. } else if (p_pass == 3) {
  3384. atlas_rect.position += atlas_rect.size;
  3385. }
  3386. } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3387. atlas_rect.size.height /= 2;
  3388. if (p_pass == 0) {
  3389. } else {
  3390. atlas_rect.position.y += atlas_rect.size.height;
  3391. }
  3392. }
  3393. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  3394. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  3395. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  3396. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3397. render_fb = directional_shadow.fb;
  3398. render_texture = RID();
  3399. flip_y = true;
  3400. } else {
  3401. //set from shadow atlas
  3402. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3403. ERR_FAIL_COND(!shadow_atlas);
  3404. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  3405. _update_shadow_atlas(shadow_atlas);
  3406. uint32_t key = shadow_atlas->shadow_owners[p_light];
  3407. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3408. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3409. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  3410. uint32_t quadrant_size = shadow_atlas->size >> 1;
  3411. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  3412. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  3413. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  3414. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3415. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3416. atlas_rect.size.width = shadow_size;
  3417. atlas_rect.size.height = shadow_size;
  3418. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3419. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  3420. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  3421. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  3422. if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3423. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  3424. render_fb = cubemap->side_fb[p_pass];
  3425. render_texture = cubemap->cubemap;
  3426. light_projection = light_instance->shadow_transform[p_pass].camera;
  3427. light_transform = light_instance->shadow_transform[p_pass].transform;
  3428. render_cubemap = true;
  3429. finalize_cubemap = p_pass == 5;
  3430. atlas_fb = shadow_atlas->fb;
  3431. atlas_size = shadow_atlas->size;
  3432. if (p_pass == 0) {
  3433. _render_shadow_begin();
  3434. }
  3435. } else {
  3436. atlas_rect.position.x += 1;
  3437. atlas_rect.position.y += 1;
  3438. atlas_rect.size.x -= 2;
  3439. atlas_rect.size.y -= 2;
  3440. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  3441. light_projection = light_instance->shadow_transform[0].camera;
  3442. light_transform = light_instance->shadow_transform[0].transform;
  3443. using_dual_paraboloid = true;
  3444. using_dual_paraboloid_flip = p_pass == 1;
  3445. render_fb = shadow_atlas->fb;
  3446. flip_y = true;
  3447. }
  3448. } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  3449. light_projection = light_instance->shadow_transform[0].camera;
  3450. light_transform = light_instance->shadow_transform[0].transform;
  3451. render_fb = shadow_atlas->fb;
  3452. flip_y = true;
  3453. }
  3454. }
  3455. if (render_cubemap) {
  3456. //rendering to cubemap
  3457. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  3458. if (finalize_cubemap) {
  3459. _render_shadow_process();
  3460. _render_shadow_end();
  3461. //reblit
  3462. Rect2 atlas_rect_norm = atlas_rect;
  3463. atlas_rect_norm.position /= float(atlas_size);
  3464. atlas_rect_norm.size /= float(atlas_size);
  3465. copy_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);
  3466. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  3467. copy_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);
  3468. //restore transform so it can be properly used
  3469. light_instance_set_shadow_transform(p_light, Projection(), light_instance->transform, zfar, 0, 0, 0);
  3470. }
  3471. } else {
  3472. //render shadow
  3473. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  3474. }
  3475. }
  3476. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  3477. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
  3478. }
  3479. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  3480. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  3481. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  3482. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  3483. Projection cm;
  3484. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  3485. Vector3 cam_pos = p_transform.origin;
  3486. cam_pos.y += extents.y;
  3487. Transform3D cam_xform;
  3488. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
  3489. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  3490. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  3491. }
  3492. bool RendererSceneRenderRD::free(RID p_rid) {
  3493. if (render_buffers_owner.owns(p_rid)) {
  3494. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  3495. _free_render_buffer_data(rb);
  3496. memdelete(rb->data);
  3497. if (rb->sdfgi) {
  3498. rb->sdfgi->erase();
  3499. memdelete(rb->sdfgi);
  3500. rb->sdfgi = nullptr;
  3501. }
  3502. if (rb->volumetric_fog) {
  3503. memdelete(rb->volumetric_fog);
  3504. rb->volumetric_fog = nullptr;
  3505. }
  3506. if (rb->cluster_builder) {
  3507. memdelete(rb->cluster_builder);
  3508. }
  3509. render_buffers_owner.free(p_rid);
  3510. } else if (environment_owner.owns(p_rid)) {
  3511. //not much to delete, just free it
  3512. environment_owner.free(p_rid);
  3513. } else if (camera_effects_owner.owns(p_rid)) {
  3514. //not much to delete, just free it
  3515. camera_effects_owner.free(p_rid);
  3516. } else if (reflection_atlas_owner.owns(p_rid)) {
  3517. reflection_atlas_set_size(p_rid, 0, 0);
  3518. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  3519. if (ra->cluster_builder) {
  3520. memdelete(ra->cluster_builder);
  3521. }
  3522. reflection_atlas_owner.free(p_rid);
  3523. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  3524. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  3525. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  3526. reflection_probe_release_atlas_index(p_rid);
  3527. reflection_probe_instance_owner.free(p_rid);
  3528. } else if (decal_instance_owner.owns(p_rid)) {
  3529. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  3530. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  3531. decal_instance_owner.free(p_rid);
  3532. } else if (lightmap_instance_owner.owns(p_rid)) {
  3533. lightmap_instance_owner.free(p_rid);
  3534. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  3535. RendererRD::GI::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
  3536. if (voxel_gi->texture.is_valid()) {
  3537. RD::get_singleton()->free(voxel_gi->texture);
  3538. RD::get_singleton()->free(voxel_gi->write_buffer);
  3539. }
  3540. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  3541. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  3542. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  3543. }
  3544. gi.voxel_gi_instance_owner.free(p_rid);
  3545. } else if (sky.sky_owner.owns(p_rid)) {
  3546. sky.update_dirty_skys();
  3547. sky.free_sky(p_rid);
  3548. } else if (light_instance_owner.owns(p_rid)) {
  3549. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  3550. //remove from shadow atlases..
  3551. for (const RID &E : light_instance->shadow_atlases) {
  3552. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
  3553. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  3554. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  3555. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3556. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3557. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  3558. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  3559. // Omni lights use two atlas spots, make sure to clear the other as well
  3560. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  3561. }
  3562. shadow_atlas->shadow_owners.erase(p_rid);
  3563. }
  3564. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  3565. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  3566. }
  3567. light_instance_owner.free(p_rid);
  3568. } else if (shadow_atlas_owner.owns(p_rid)) {
  3569. shadow_atlas_set_size(p_rid, 0);
  3570. shadow_atlas_owner.free(p_rid);
  3571. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  3572. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  3573. } else {
  3574. return false;
  3575. }
  3576. return true;
  3577. }
  3578. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  3579. debug_draw = p_debug_draw;
  3580. }
  3581. void RendererSceneRenderRD::update() {
  3582. sky.update_dirty_skys();
  3583. }
  3584. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  3585. time = p_time;
  3586. time_step = p_step;
  3587. }
  3588. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  3589. screen_space_roughness_limiter = p_enable;
  3590. screen_space_roughness_limiter_amount = p_amount;
  3591. screen_space_roughness_limiter_limit = p_limit;
  3592. }
  3593. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  3594. return screen_space_roughness_limiter;
  3595. }
  3596. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  3597. return screen_space_roughness_limiter_amount;
  3598. }
  3599. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  3600. return screen_space_roughness_limiter_limit;
  3601. }
  3602. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3603. RD::TextureFormat tf;
  3604. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3605. tf.width = p_image_size.width; // Always 64x64
  3606. tf.height = p_image_size.height;
  3607. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3608. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3609. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3610. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3611. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3612. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3613. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3614. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3615. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3616. 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;
  3617. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3618. Vector<RID> fb_tex;
  3619. fb_tex.push_back(albedo_alpha_tex);
  3620. fb_tex.push_back(normal_tex);
  3621. fb_tex.push_back(orm_tex);
  3622. fb_tex.push_back(emission_tex);
  3623. fb_tex.push_back(depth_write_tex);
  3624. fb_tex.push_back(depth_tex);
  3625. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  3626. //RID sampled_light;
  3627. RenderGeometryInstance *gi = geometry_instance_create(p_base);
  3628. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  3629. Vector<RID> materials;
  3630. materials.resize(sc);
  3631. for (uint32_t i = 0; i < sc; i++) {
  3632. if (i < (uint32_t)p_material_overrides.size()) {
  3633. materials.write[i] = p_material_overrides[i];
  3634. }
  3635. }
  3636. gi->set_surface_materials(materials);
  3637. if (cull_argument.size() == 0) {
  3638. cull_argument.push_back(nullptr);
  3639. }
  3640. cull_argument[0] = gi;
  3641. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  3642. geometry_instance_free(gi);
  3643. TypedArray<Image> ret;
  3644. {
  3645. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  3646. Ref<Image> img;
  3647. img.instantiate();
  3648. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3649. RD::get_singleton()->free(albedo_alpha_tex);
  3650. ret.push_back(img);
  3651. }
  3652. {
  3653. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  3654. Ref<Image> img;
  3655. img.instantiate();
  3656. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3657. RD::get_singleton()->free(normal_tex);
  3658. ret.push_back(img);
  3659. }
  3660. {
  3661. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  3662. Ref<Image> img;
  3663. img.instantiate();
  3664. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3665. RD::get_singleton()->free(orm_tex);
  3666. ret.push_back(img);
  3667. }
  3668. {
  3669. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  3670. Ref<Image> img;
  3671. img.instantiate();
  3672. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  3673. RD::get_singleton()->free(emission_tex);
  3674. ret.push_back(img);
  3675. }
  3676. RD::get_singleton()->free(depth_write_tex);
  3677. RD::get_singleton()->free(depth_tex);
  3678. return ret;
  3679. }
  3680. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  3681. gi.sdfgi_debug_probe_pos = p_position;
  3682. gi.sdfgi_debug_probe_dir = p_dir;
  3683. }
  3684. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  3685. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  3686. return cluster.reflection_buffer;
  3687. }
  3688. RID RendererSceneRenderRD::get_omni_light_buffer() {
  3689. return cluster.omni_light_buffer;
  3690. }
  3691. RID RendererSceneRenderRD::get_spot_light_buffer() {
  3692. return cluster.spot_light_buffer;
  3693. }
  3694. RID RendererSceneRenderRD::get_directional_light_buffer() {
  3695. return cluster.directional_light_buffer;
  3696. }
  3697. RID RendererSceneRenderRD::get_decal_buffer() {
  3698. return cluster.decal_buffer;
  3699. }
  3700. int RendererSceneRenderRD::get_max_directional_lights() const {
  3701. return cluster.max_directional_lights;
  3702. }
  3703. bool RendererSceneRenderRD::is_vrs_supported() const {
  3704. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  3705. }
  3706. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  3707. // usable by default (unless low end = true)
  3708. return true;
  3709. }
  3710. bool RendererSceneRenderRD::is_clustered_enabled() const {
  3711. // used by default.
  3712. return true;
  3713. }
  3714. bool RendererSceneRenderRD::is_volumetric_supported() const {
  3715. // usable by default (unless low end = true)
  3716. return true;
  3717. }
  3718. uint32_t RendererSceneRenderRD::get_max_elements() const {
  3719. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  3720. }
  3721. RendererSceneRenderRD::RendererSceneRenderRD() {
  3722. singleton = this;
  3723. }
  3724. void RendererSceneRenderRD::init() {
  3725. max_cluster_elements = get_max_elements();
  3726. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  3727. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  3728. /* SKY SHADER */
  3729. sky.init();
  3730. /* GI */
  3731. if (is_dynamic_gi_supported()) {
  3732. gi.init(&sky);
  3733. }
  3734. { //decals
  3735. cluster.max_decals = max_cluster_elements;
  3736. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  3737. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  3738. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  3739. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  3740. }
  3741. { //reflections
  3742. cluster.max_reflections = max_cluster_elements;
  3743. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  3744. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  3745. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  3746. }
  3747. { //lights
  3748. cluster.max_lights = max_cluster_elements;
  3749. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  3750. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3751. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3752. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3753. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3754. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3755. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3756. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  3757. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  3758. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  3759. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  3760. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  3761. }
  3762. if (is_volumetric_supported()) {
  3763. RendererRD::Fog::get_singleton()->init_fog_shader(cluster.max_directional_lights, get_roughness_layers(), is_using_radiance_cubemap_array());
  3764. }
  3765. {
  3766. RD::SamplerState sampler;
  3767. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  3768. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  3769. sampler.enable_compare = true;
  3770. sampler.compare_op = RD::COMPARE_OP_LESS;
  3771. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  3772. }
  3773. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  3774. 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"));
  3775. 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"));
  3776. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  3777. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  3778. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  3779. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  3780. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  3781. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  3782. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  3783. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  3784. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  3785. environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
  3786. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  3787. directional_soft_shadow_kernel = memnew_arr(float, 128);
  3788. penumbra_shadow_kernel = memnew_arr(float, 128);
  3789. soft_shadow_kernel = memnew_arr(float, 128);
  3790. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality"))));
  3791. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality"))));
  3792. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  3793. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  3794. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  3795. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  3796. cull_argument.set_page_pool(&cull_argument_pool);
  3797. bool can_use_storage = _render_buffers_can_be_storage();
  3798. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  3799. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  3800. tone_mapper = memnew(RendererRD::ToneMapper);
  3801. vrs = memnew(RendererRD::VRS);
  3802. if (can_use_storage) {
  3803. ss_effects = memnew(RendererRD::SSEffects);
  3804. }
  3805. }
  3806. RendererSceneRenderRD::~RendererSceneRenderRD() {
  3807. if (bokeh_dof) {
  3808. memdelete(bokeh_dof);
  3809. }
  3810. if (copy_effects) {
  3811. memdelete(copy_effects);
  3812. }
  3813. if (tone_mapper) {
  3814. memdelete(tone_mapper);
  3815. }
  3816. if (vrs) {
  3817. memdelete(vrs);
  3818. }
  3819. if (ss_effects) {
  3820. memdelete(ss_effects);
  3821. }
  3822. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  3823. RD::get_singleton()->free(E.value.cubemap);
  3824. }
  3825. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  3826. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  3827. }
  3828. if (is_dynamic_gi_supported()) {
  3829. gi.free();
  3830. }
  3831. if (is_volumetric_supported()) {
  3832. RendererRD::Fog::get_singleton()->free_fog_shader();
  3833. }
  3834. memdelete_arr(directional_penumbra_shadow_kernel);
  3835. memdelete_arr(directional_soft_shadow_kernel);
  3836. memdelete_arr(penumbra_shadow_kernel);
  3837. memdelete_arr(soft_shadow_kernel);
  3838. {
  3839. RD::get_singleton()->free(cluster.directional_light_buffer);
  3840. RD::get_singleton()->free(cluster.omni_light_buffer);
  3841. RD::get_singleton()->free(cluster.spot_light_buffer);
  3842. RD::get_singleton()->free(cluster.reflection_buffer);
  3843. RD::get_singleton()->free(cluster.decal_buffer);
  3844. memdelete_arr(cluster.directional_lights);
  3845. memdelete_arr(cluster.omni_lights);
  3846. memdelete_arr(cluster.spot_lights);
  3847. memdelete_arr(cluster.omni_light_sort);
  3848. memdelete_arr(cluster.spot_light_sort);
  3849. memdelete_arr(cluster.reflections);
  3850. memdelete_arr(cluster.reflection_sort);
  3851. memdelete_arr(cluster.decals);
  3852. memdelete_arr(cluster.decal_sort);
  3853. }
  3854. RD::get_singleton()->free(shadow_sampler);
  3855. directional_shadow_atlas_set_size(0);
  3856. cull_argument.reset(); //avoid exit error
  3857. }