renderer_scene_render_rd.cpp 238 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  35. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  36. #include "servers/rendering/rendering_server_default.h"
  37. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  38. const float golden_angle = 2.4;
  39. for (int i = 0; i < p_sample_count; i++) {
  40. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  41. float theta = float(i) * golden_angle;
  42. r_kernel[i * 4] = Math::cos(theta) * r;
  43. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  44. }
  45. }
  46. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  47. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  48. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  49. bool needs_sdfgi = env && env->sdfgi_enabled;
  50. if (!needs_sdfgi) {
  51. if (rb->sdfgi != nullptr) {
  52. //erase it
  53. rb->sdfgi->erase();
  54. memdelete(rb->sdfgi);
  55. rb->sdfgi = nullptr;
  56. }
  57. return;
  58. }
  59. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  60. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  61. 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)) {
  62. //configuration changed, erase
  63. rb->sdfgi->erase();
  64. memdelete(rb->sdfgi);
  65. rb->sdfgi = nullptr;
  66. }
  67. RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
  68. if (sdfgi == nullptr) {
  69. // re-create
  70. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  71. } else {
  72. //check for updates
  73. rb->sdfgi->update(env, p_world_position);
  74. }
  75. }
  76. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  77. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  78. ERR_FAIL_COND_V(rb == nullptr, 0);
  79. if (rb->sdfgi == nullptr) {
  80. return 0;
  81. }
  82. int dirty_count = 0;
  83. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  84. const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  85. if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
  86. dirty_count++;
  87. } else {
  88. for (int j = 0; j < 3; j++) {
  89. if (c.dirty_regions[j] != 0) {
  90. dirty_count++;
  91. }
  92. }
  93. }
  94. }
  95. return dirty_count;
  96. }
  97. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  98. AABB bounds;
  99. Vector3i from;
  100. Vector3i size;
  101. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  102. ERR_FAIL_COND_V(rb == nullptr, AABB());
  103. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  104. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  105. ERR_FAIL_COND_V(c == -1, AABB());
  106. return bounds;
  107. }
  108. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  109. AABB bounds;
  110. Vector3i from;
  111. Vector3i size;
  112. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  113. ERR_FAIL_COND_V(rb == nullptr, -1);
  114. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  115. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  116. }
  117. RID RendererSceneRenderRD::sky_allocate() {
  118. return sky.allocate_sky_rid();
  119. }
  120. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  121. sky.initialize_sky_rid(p_rid);
  122. }
  123. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  124. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  125. }
  126. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  127. sky.sky_set_mode(p_sky, p_mode);
  128. }
  129. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  130. sky.sky_set_material(p_sky, p_material);
  131. }
  132. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  133. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  134. }
  135. RID RendererSceneRenderRD::environment_allocate() {
  136. return environment_owner.allocate_rid();
  137. }
  138. void RendererSceneRenderRD::environment_initialize(RID p_rid) {
  139. environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
  140. }
  141. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  142. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  143. ERR_FAIL_COND(!env);
  144. env->background = p_bg;
  145. }
  146. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  147. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  148. ERR_FAIL_COND(!env);
  149. env->sky = p_sky;
  150. }
  151. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  152. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  153. ERR_FAIL_COND(!env);
  154. env->sky_custom_fov = p_scale;
  155. }
  156. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  157. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  158. ERR_FAIL_COND(!env);
  159. env->sky_orientation = p_orientation;
  160. }
  161. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  162. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  163. ERR_FAIL_COND(!env);
  164. env->bg_color = p_color;
  165. }
  166. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  167. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  168. ERR_FAIL_COND(!env);
  169. env->bg_energy = p_energy;
  170. }
  171. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  172. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  173. ERR_FAIL_COND(!env);
  174. env->canvas_max_layer = p_max_layer;
  175. }
  176. 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) {
  177. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  178. ERR_FAIL_COND(!env);
  179. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source);
  180. }
  181. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  182. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  183. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  184. return env->background;
  185. }
  186. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  187. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  188. ERR_FAIL_COND_V(!env, RID());
  189. return env->sky;
  190. }
  191. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  192. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  193. ERR_FAIL_COND_V(!env, 0);
  194. return env->sky_custom_fov;
  195. }
  196. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  197. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  198. ERR_FAIL_COND_V(!env, Basis());
  199. return env->sky_orientation;
  200. }
  201. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  202. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  203. ERR_FAIL_COND_V(!env, Color());
  204. return env->bg_color;
  205. }
  206. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  207. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  208. ERR_FAIL_COND_V(!env, 0);
  209. return env->bg_energy;
  210. }
  211. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  212. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  213. ERR_FAIL_COND_V(!env, 0);
  214. return env->canvas_max_layer;
  215. }
  216. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  217. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  218. ERR_FAIL_COND_V(!env, Color());
  219. return env->ambient_light;
  220. }
  221. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  222. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  223. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  224. return env->ambient_source;
  225. }
  226. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  227. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  228. ERR_FAIL_COND_V(!env, 0);
  229. return env->ambient_light_energy;
  230. }
  231. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  232. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  233. ERR_FAIL_COND_V(!env, 0);
  234. return env->ambient_sky_contribution;
  235. }
  236. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  237. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  238. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  239. return env->reflection_source;
  240. }
  241. 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) {
  242. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  243. ERR_FAIL_COND(!env);
  244. 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);
  245. }
  246. 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) {
  247. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  248. ERR_FAIL_COND(!env);
  249. 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);
  250. }
  251. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  252. glow_bicubic_upscale = p_enable;
  253. }
  254. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  255. glow_high_quality = p_enable;
  256. }
  257. 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) {
  258. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  259. ERR_FAIL_COND(!env);
  260. if (!is_dynamic_gi_supported()) {
  261. return;
  262. }
  263. 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);
  264. }
  265. 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) {
  266. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  267. ERR_FAIL_COND(!env);
  268. 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);
  269. }
  270. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  271. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  272. ERR_FAIL_COND_V(!env, false);
  273. return env->fog_enabled;
  274. }
  275. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  276. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  277. ERR_FAIL_COND_V(!env, Color());
  278. return env->fog_light_color;
  279. }
  280. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  281. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  282. ERR_FAIL_COND_V(!env, 0);
  283. return env->fog_light_energy;
  284. }
  285. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  286. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  287. ERR_FAIL_COND_V(!env, 0);
  288. return env->fog_sun_scatter;
  289. }
  290. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  291. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  292. ERR_FAIL_COND_V(!env, 0);
  293. return env->fog_density;
  294. }
  295. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  296. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  297. ERR_FAIL_COND_V(!env, 0);
  298. return env->fog_height;
  299. }
  300. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  301. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  302. ERR_FAIL_COND_V(!env, 0);
  303. return env->fog_height_density;
  304. }
  305. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  306. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  307. ERR_FAIL_COND_V(!env, 0);
  308. return env->fog_aerial_perspective;
  309. }
  310. 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) {
  311. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  312. ERR_FAIL_COND(!env);
  313. if (!is_volumetric_supported()) {
  314. return;
  315. }
  316. 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);
  317. }
  318. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  319. volumetric_fog_size = p_size;
  320. volumetric_fog_depth = p_depth;
  321. }
  322. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  323. volumetric_fog_filter_active = p_enable;
  324. }
  325. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  326. gi.sdfgi_ray_count = p_ray_count;
  327. }
  328. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  329. gi.sdfgi_frames_to_converge = p_frames;
  330. }
  331. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  332. gi.sdfgi_frames_to_update_light = p_update;
  333. }
  334. 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) {
  335. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  336. ERR_FAIL_COND(!env);
  337. env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
  338. }
  339. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  340. ssr_roughness_quality = p_quality;
  341. }
  342. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  343. return ssr_roughness_quality;
  344. }
  345. 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) {
  346. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  347. ERR_FAIL_COND(!env);
  348. env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
  349. }
  350. 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) {
  351. ssao_quality = p_quality;
  352. ssao_half_size = p_half_size;
  353. ssao_adaptive_target = p_adaptive_target;
  354. ssao_blur_passes = p_blur_passes;
  355. ssao_fadeout_from = p_fadeout_from;
  356. ssao_fadeout_to = p_fadeout_to;
  357. }
  358. void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
  359. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  360. ERR_FAIL_COND(!env);
  361. env->ssil_enabled = p_enable;
  362. env->ssil_radius = p_radius;
  363. env->ssil_intensity = p_intensity;
  364. env->ssil_sharpness = p_sharpness;
  365. env->ssil_normal_rejection = p_normal_rejection;
  366. }
  367. 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) {
  368. ssil_quality = p_quality;
  369. ssil_half_size = p_half_size;
  370. ssil_adaptive_target = p_adaptive_target;
  371. ssil_blur_passes = p_blur_passes;
  372. ssil_fadeout_from = p_fadeout_from;
  373. ssil_fadeout_to = p_fadeout_to;
  374. }
  375. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  376. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  377. ERR_FAIL_COND_V(!env, false);
  378. return env->ssao_enabled;
  379. }
  380. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  381. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  382. ERR_FAIL_COND_V(!env, 0.0);
  383. return env->ssao_ao_channel_affect;
  384. }
  385. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  386. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  387. ERR_FAIL_COND_V(!env, 0.0);
  388. return env->ssao_direct_light_affect;
  389. }
  390. bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const {
  391. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  392. ERR_FAIL_COND_V(!env, false);
  393. return env->ssil_enabled;
  394. }
  395. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  396. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  397. ERR_FAIL_COND_V(!env, false);
  398. return env->ssr_enabled;
  399. }
  400. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  401. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  402. ERR_FAIL_COND_V(!env, false);
  403. return env->sdfgi_enabled;
  404. }
  405. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  406. return environment_owner.owns(p_env);
  407. }
  408. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  409. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  410. ERR_FAIL_COND_V(!env, Ref<Image>());
  411. RS::EnvironmentBG environment_background = env->background;
  412. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  413. return Ref<Image>(); //nothing to bake
  414. }
  415. RS::EnvironmentAmbientSource ambient_source = env->ambient_source;
  416. bool use_ambient_light = false;
  417. bool use_cube_map = false;
  418. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  419. use_ambient_light = true;
  420. } else {
  421. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  422. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  423. }
  424. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && env->sky.is_valid());
  425. Color ambient_color;
  426. float ambient_color_sky_mix;
  427. if (use_ambient_light) {
  428. ambient_color_sky_mix = env->ambient_sky_contribution;
  429. const float ambient_energy = env->ambient_light_energy;
  430. ambient_color = env->ambient_light;
  431. ambient_color = ambient_color.srgb_to_linear();
  432. ambient_color.r *= ambient_energy;
  433. ambient_color.g *= ambient_energy;
  434. ambient_color.b *= ambient_energy;
  435. }
  436. if (use_cube_map) {
  437. Ref<Image> panorama = sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  438. if (use_ambient_light) {
  439. for (int x = 0; x < p_size.width; x++) {
  440. for (int y = 0; y < p_size.height; y++) {
  441. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  442. }
  443. }
  444. }
  445. return panorama;
  446. } else {
  447. const float bg_energy = env->bg_energy;
  448. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? storage->get_default_clear_color() : env->bg_color);
  449. panorama_color = panorama_color.srgb_to_linear();
  450. panorama_color.r *= bg_energy;
  451. panorama_color.g *= bg_energy;
  452. panorama_color.b *= bg_energy;
  453. if (use_ambient_light) {
  454. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  455. }
  456. Ref<Image> panorama;
  457. panorama.instantiate();
  458. panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  459. panorama->fill(panorama_color);
  460. return panorama;
  461. }
  462. return Ref<Image>();
  463. }
  464. ////////////////////////////////////////////////////////////
  465. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  466. FogVolumeInstance fvi;
  467. fvi.volume = p_fog_volume;
  468. return fog_volume_instance_owner.make_rid(fvi);
  469. }
  470. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  471. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  472. ERR_FAIL_COND(!fvi);
  473. fvi->transform = p_transform;
  474. }
  475. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  476. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  477. ERR_FAIL_COND(!fvi);
  478. fvi->active = p_active;
  479. }
  480. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  481. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  482. ERR_FAIL_COND_V(!fvi, RID());
  483. return fvi->volume;
  484. }
  485. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  486. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  487. ERR_FAIL_COND_V(!fvi, Vector3());
  488. return fvi->transform.get_origin();
  489. }
  490. ////////////////////////////////////////////////////////////
  491. RID RendererSceneRenderRD::reflection_atlas_create() {
  492. ReflectionAtlas ra;
  493. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  494. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  495. if (is_clustered_enabled()) {
  496. ra.cluster_builder = memnew(ClusterBuilderRD);
  497. ra.cluster_builder->set_shared(&cluster_builder_shared);
  498. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  499. } else {
  500. ra.cluster_builder = nullptr;
  501. }
  502. return reflection_atlas_owner.make_rid(ra);
  503. }
  504. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  505. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  506. ERR_FAIL_COND(!ra);
  507. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  508. return; //no changes
  509. }
  510. if (ra->cluster_builder) {
  511. // only if we're using our cluster
  512. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  513. }
  514. ra->size = p_reflection_size;
  515. ra->count = p_reflection_count;
  516. if (ra->reflection.is_valid()) {
  517. //clear and invalidate everything
  518. RD::get_singleton()->free(ra->reflection);
  519. ra->reflection = RID();
  520. RD::get_singleton()->free(ra->depth_buffer);
  521. ra->depth_buffer = RID();
  522. for (int i = 0; i < ra->reflections.size(); i++) {
  523. ra->reflections.write[i].data.clear_reflection_data();
  524. if (ra->reflections[i].owner.is_null()) {
  525. continue;
  526. }
  527. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  528. //rp->atlasindex clear
  529. }
  530. ra->reflections.clear();
  531. }
  532. }
  533. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  534. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  535. ERR_FAIL_COND_V(!ra, 0);
  536. return ra->size;
  537. }
  538. ////////////////////////
  539. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  540. ReflectionProbeInstance rpi;
  541. rpi.probe = p_probe;
  542. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  543. return reflection_probe_instance_owner.make_rid(rpi);
  544. }
  545. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  546. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  547. ERR_FAIL_COND(!rpi);
  548. rpi->transform = p_transform;
  549. rpi->dirty = true;
  550. }
  551. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  552. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  553. ERR_FAIL_COND(!rpi);
  554. if (rpi->atlas.is_null()) {
  555. return; //nothing to release
  556. }
  557. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  558. ERR_FAIL_COND(!atlas);
  559. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  560. atlas->reflections.write[rpi->atlas_index].owner = RID();
  561. rpi->atlas_index = -1;
  562. rpi->atlas = RID();
  563. }
  564. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  565. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  566. ERR_FAIL_COND_V(!rpi, false);
  567. if (rpi->rendering) {
  568. return false;
  569. }
  570. if (rpi->dirty) {
  571. return true;
  572. }
  573. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  574. return true;
  575. }
  576. return rpi->atlas_index == -1;
  577. }
  578. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  579. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  580. ERR_FAIL_COND_V(!rpi, false);
  581. return rpi->atlas.is_valid();
  582. }
  583. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  584. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
  585. ERR_FAIL_COND_V(!atlas, false);
  586. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  587. ERR_FAIL_COND_V(!rpi, false);
  588. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  589. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  590. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  591. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  592. }
  593. 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) {
  594. // Invalidate reflection atlas, need to regenerate
  595. RD::get_singleton()->free(atlas->reflection);
  596. atlas->reflection = RID();
  597. for (int i = 0; i < atlas->reflections.size(); i++) {
  598. if (atlas->reflections[i].owner.is_null()) {
  599. continue;
  600. }
  601. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  602. }
  603. atlas->reflections.clear();
  604. }
  605. if (atlas->reflection.is_null()) {
  606. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  607. 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
  608. {
  609. //reflection atlas was unused, create:
  610. RD::TextureFormat tf;
  611. tf.array_layers = 6 * atlas->count;
  612. tf.format = _render_buffers_get_color_format();
  613. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  614. tf.mipmaps = mipmaps;
  615. tf.width = atlas->size;
  616. tf.height = atlas->size;
  617. 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);
  618. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  619. }
  620. {
  621. RD::TextureFormat tf;
  622. 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;
  623. tf.width = atlas->size;
  624. tf.height = atlas->size;
  625. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  626. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  627. }
  628. atlas->reflections.resize(atlas->count);
  629. for (int i = 0; i < atlas->count; i++) {
  630. atlas->reflections.write[i].data.update_reflection_data(storage, 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());
  631. for (int j = 0; j < 6; j++) {
  632. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  633. }
  634. }
  635. Vector<RID> fb;
  636. fb.push_back(atlas->depth_buffer);
  637. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  638. }
  639. if (rpi->atlas_index == -1) {
  640. for (int i = 0; i < atlas->reflections.size(); i++) {
  641. if (atlas->reflections[i].owner.is_null()) {
  642. rpi->atlas_index = i;
  643. break;
  644. }
  645. }
  646. //find the one used last
  647. if (rpi->atlas_index == -1) {
  648. //everything is in use, find the one least used via LRU
  649. uint64_t pass_min = 0;
  650. for (int i = 0; i < atlas->reflections.size(); i++) {
  651. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
  652. if (rpi2->last_pass < pass_min) {
  653. pass_min = rpi2->last_pass;
  654. rpi->atlas_index = i;
  655. }
  656. }
  657. }
  658. }
  659. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  660. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  661. }
  662. rpi->atlas = p_reflection_atlas;
  663. rpi->rendering = true;
  664. rpi->dirty = false;
  665. rpi->processing_layer = 1;
  666. rpi->processing_side = 0;
  667. RD::get_singleton()->draw_command_end_label();
  668. return true;
  669. }
  670. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  671. Vector<RID> fb;
  672. fb.push_back(p_color);
  673. fb.push_back(p_depth);
  674. return RD::get_singleton()->framebuffer_create(fb);
  675. }
  676. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  677. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  678. ERR_FAIL_COND_V(!rpi, false);
  679. ERR_FAIL_COND_V(!rpi->rendering, false);
  680. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  681. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  682. if (!atlas || rpi->atlas_index == -1) {
  683. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  684. rpi->rendering = false;
  685. return false;
  686. }
  687. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  688. // Using real time reflections, all roughness is done in one step
  689. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
  690. rpi->rendering = false;
  691. rpi->processing_side = 0;
  692. rpi->processing_layer = 1;
  693. return true;
  694. }
  695. if (rpi->processing_layer > 1) {
  696. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  697. rpi->processing_layer++;
  698. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  699. rpi->rendering = false;
  700. rpi->processing_side = 0;
  701. rpi->processing_layer = 1;
  702. return true;
  703. }
  704. return false;
  705. } else {
  706. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  707. }
  708. rpi->processing_side++;
  709. if (rpi->processing_side == 6) {
  710. rpi->processing_side = 0;
  711. rpi->processing_layer++;
  712. }
  713. return false;
  714. }
  715. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  716. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  717. ERR_FAIL_COND_V(!rpi, 0);
  718. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  719. ERR_FAIL_COND_V(!atlas, 0);
  720. return atlas->size;
  721. }
  722. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  723. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  724. ERR_FAIL_COND_V(!rpi, RID());
  725. ERR_FAIL_INDEX_V(p_index, 6, RID());
  726. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  727. ERR_FAIL_COND_V(!atlas, RID());
  728. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  729. }
  730. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  731. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  732. ERR_FAIL_COND_V(!rpi, RID());
  733. ERR_FAIL_INDEX_V(p_index, 6, RID());
  734. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  735. ERR_FAIL_COND_V(!atlas, RID());
  736. return atlas->depth_fb;
  737. }
  738. ///////////////////////////////////////////////////////////
  739. RID RendererSceneRenderRD::shadow_atlas_create() {
  740. return shadow_atlas_owner.make_rid(ShadowAtlas());
  741. }
  742. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  743. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  744. RD::TextureFormat tf;
  745. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  746. tf.width = shadow_atlas->size;
  747. tf.height = shadow_atlas->size;
  748. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  749. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  750. Vector<RID> fb_tex;
  751. fb_tex.push_back(shadow_atlas->depth);
  752. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  753. }
  754. }
  755. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  756. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  757. ERR_FAIL_COND(!shadow_atlas);
  758. ERR_FAIL_COND(p_size < 0);
  759. p_size = next_power_of_2(p_size);
  760. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  761. return;
  762. }
  763. // erasing atlas
  764. if (shadow_atlas->depth.is_valid()) {
  765. RD::get_singleton()->free(shadow_atlas->depth);
  766. shadow_atlas->depth = RID();
  767. }
  768. for (int i = 0; i < 4; i++) {
  769. //clear subdivisions
  770. shadow_atlas->quadrants[i].shadows.clear();
  771. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  772. }
  773. //erase shadow atlas reference from lights
  774. for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
  775. LightInstance *li = light_instance_owner.get_or_null(E.key);
  776. ERR_CONTINUE(!li);
  777. li->shadow_atlases.erase(p_atlas);
  778. }
  779. //clear owners
  780. shadow_atlas->shadow_owners.clear();
  781. shadow_atlas->size = p_size;
  782. shadow_atlas->use_16_bits = p_16_bits;
  783. }
  784. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  785. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  786. ERR_FAIL_COND(!shadow_atlas);
  787. ERR_FAIL_INDEX(p_quadrant, 4);
  788. ERR_FAIL_INDEX(p_subdivision, 16384);
  789. uint32_t subdiv = next_power_of_2(p_subdivision);
  790. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  791. subdiv <<= 1;
  792. }
  793. subdiv = int(Math::sqrt((float)subdiv));
  794. //obtain the number that will be x*x
  795. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  796. return;
  797. }
  798. //erase all data from quadrant
  799. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  800. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  801. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  802. LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  803. ERR_CONTINUE(!li);
  804. li->shadow_atlases.erase(p_atlas);
  805. }
  806. }
  807. shadow_atlas->quadrants[p_quadrant].shadows.clear();
  808. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  809. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  810. //cache the smallest subdiv (for faster allocation in light update)
  811. shadow_atlas->smallest_subdiv = 1 << 30;
  812. for (int i = 0; i < 4; i++) {
  813. if (shadow_atlas->quadrants[i].subdivision) {
  814. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  815. }
  816. }
  817. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  818. shadow_atlas->smallest_subdiv = 0;
  819. }
  820. //resort the size orders, simple bublesort for 4 elements..
  821. int swaps = 0;
  822. do {
  823. swaps = 0;
  824. for (int i = 0; i < 3; i++) {
  825. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  826. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  827. swaps++;
  828. }
  829. }
  830. } while (swaps > 0);
  831. }
  832. 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) {
  833. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  834. int qidx = p_in_quadrants[i];
  835. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  836. return false;
  837. }
  838. //look for an empty space
  839. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  840. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  841. int found_free_idx = -1; //found a free one
  842. int found_used_idx = -1; //found existing one, must steal it
  843. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  844. for (int j = 0; j < sc; j++) {
  845. if (!sarr[j].owner.is_valid()) {
  846. found_free_idx = j;
  847. break;
  848. }
  849. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  850. ERR_CONTINUE(!sli);
  851. if (sli->last_scene_pass != scene_pass) {
  852. //was just allocated, don't kill it so soon, wait a bit..
  853. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  854. continue;
  855. }
  856. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  857. found_used_idx = j;
  858. min_pass = sli->last_scene_pass;
  859. }
  860. }
  861. }
  862. if (found_free_idx == -1 && found_used_idx == -1) {
  863. continue; //nothing found
  864. }
  865. if (found_free_idx == -1 && found_used_idx != -1) {
  866. found_free_idx = found_used_idx;
  867. }
  868. r_quadrant = qidx;
  869. r_shadow = found_free_idx;
  870. return true;
  871. }
  872. return false;
  873. }
  874. 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) {
  875. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  876. int qidx = p_in_quadrants[i];
  877. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  878. return false;
  879. }
  880. //look for an empty space
  881. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  882. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  883. int found_idx = -1;
  884. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  885. for (int j = 0; j < sc - 1; j++) {
  886. uint64_t pass = 0;
  887. if (sarr[j].owner.is_valid()) {
  888. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  889. ERR_CONTINUE(!sli);
  890. if (sli->last_scene_pass == scene_pass) {
  891. continue;
  892. }
  893. //was just allocated, don't kill it so soon, wait a bit..
  894. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  895. continue;
  896. }
  897. pass += sli->last_scene_pass;
  898. }
  899. if (sarr[j + 1].owner.is_valid()) {
  900. LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
  901. ERR_CONTINUE(!sli);
  902. if (sli->last_scene_pass == scene_pass) {
  903. continue;
  904. }
  905. //was just allocated, don't kill it so soon, wait a bit..
  906. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  907. continue;
  908. }
  909. pass += sli->last_scene_pass;
  910. }
  911. if (found_idx == -1 || pass < min_pass) {
  912. found_idx = j;
  913. min_pass = pass;
  914. // we found two empty spots, no need to check the rest
  915. if (pass == 0) {
  916. break;
  917. }
  918. }
  919. }
  920. if (found_idx == -1) {
  921. continue; //nothing found
  922. }
  923. r_quadrant = qidx;
  924. r_shadow = found_idx;
  925. return true;
  926. }
  927. return false;
  928. }
  929. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {
  930. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  931. ERR_FAIL_COND_V(!shadow_atlas, false);
  932. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  933. ERR_FAIL_COND_V(!li, false);
  934. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  935. return false;
  936. }
  937. uint32_t quad_size = shadow_atlas->size >> 1;
  938. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  939. int valid_quadrants[4];
  940. int valid_quadrant_count = 0;
  941. int best_size = -1; //best size found
  942. int best_subdiv = -1; //subdiv for the best size
  943. //find the quadrants this fits into, and the best possible size it can fit into
  944. for (int i = 0; i < 4; i++) {
  945. int q = shadow_atlas->size_order[i];
  946. int sd = shadow_atlas->quadrants[q].subdivision;
  947. if (sd == 0) {
  948. continue; //unused
  949. }
  950. int max_fit = quad_size / sd;
  951. if (best_size != -1 && max_fit > best_size) {
  952. break; //too large
  953. }
  954. valid_quadrants[valid_quadrant_count++] = q;
  955. best_subdiv = sd;
  956. if (max_fit >= desired_fit) {
  957. best_size = max_fit;
  958. }
  959. }
  960. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  961. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  962. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  963. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  964. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  965. int old_subdivision = -1;
  966. bool should_realloc = false;
  967. bool should_redraw = false;
  968. if (shadow_atlas->shadow_owners.has(p_light_instance)) {
  969. old_key = shadow_atlas->shadow_owners[p_light_instance];
  970. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  971. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  972. 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);
  973. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  974. if (!should_realloc) {
  975. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  976. //already existing, see if it should redraw or it's just OK
  977. return should_redraw;
  978. }
  979. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  980. }
  981. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  982. bool found_shadow = false;
  983. int new_quadrant = -1;
  984. int new_shadow = -1;
  985. if (is_omni) {
  986. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  987. } else {
  988. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  989. }
  990. if (found_shadow) {
  991. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  992. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  993. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  994. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  995. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  996. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  997. }
  998. }
  999. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  1000. new_key |= new_shadow;
  1001. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  1002. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  1003. sh->owner = p_light_instance;
  1004. sh->alloc_tick = tick;
  1005. sh->version = p_light_version;
  1006. if (is_omni) {
  1007. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  1008. int new_omni_shadow = new_shadow + 1;
  1009. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  1010. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  1011. extra_sh->owner = p_light_instance;
  1012. extra_sh->alloc_tick = tick;
  1013. extra_sh->version = p_light_version;
  1014. }
  1015. li->shadow_atlases.insert(p_atlas);
  1016. //update it in map
  1017. shadow_atlas->shadow_owners[p_light_instance] = new_key;
  1018. //make it dirty, as it should redraw anyway
  1019. return true;
  1020. }
  1021. return should_redraw;
  1022. }
  1023. 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) {
  1024. if (p_shadow->owner.is_valid()) {
  1025. LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
  1026. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  1027. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  1028. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  1029. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  1030. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  1031. omni_shadow->version = 0;
  1032. omni_shadow->owner = RID();
  1033. }
  1034. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  1035. p_shadow->version = 0;
  1036. p_shadow->owner = RID();
  1037. sli->shadow_atlases.erase(p_atlas);
  1038. }
  1039. }
  1040. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  1041. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  1042. RD::TextureFormat tf;
  1043. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  1044. tf.width = directional_shadow.size;
  1045. tf.height = directional_shadow.size;
  1046. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1047. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1048. Vector<RID> fb_tex;
  1049. fb_tex.push_back(directional_shadow.depth);
  1050. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1051. }
  1052. }
  1053. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  1054. p_size = nearest_power_of_2_templated(p_size);
  1055. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  1056. return;
  1057. }
  1058. directional_shadow.size = p_size;
  1059. directional_shadow.use_16_bits = p_16_bits;
  1060. if (directional_shadow.depth.is_valid()) {
  1061. RD::get_singleton()->free(directional_shadow.depth);
  1062. directional_shadow.depth = RID();
  1063. _base_uniforms_changed();
  1064. }
  1065. }
  1066. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  1067. directional_shadow.light_count = p_count;
  1068. directional_shadow.current_light = 0;
  1069. }
  1070. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  1071. int split_h = 1;
  1072. int split_v = 1;
  1073. while (split_h * split_v < p_shadow_count) {
  1074. if (split_h == split_v) {
  1075. split_h <<= 1;
  1076. } else {
  1077. split_v <<= 1;
  1078. }
  1079. }
  1080. Rect2i rect(0, 0, p_size, p_size);
  1081. rect.size.width /= split_h;
  1082. rect.size.height /= split_v;
  1083. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  1084. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  1085. return rect;
  1086. }
  1087. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  1088. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  1089. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  1090. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
  1091. ERR_FAIL_COND_V(!light_instance, 0);
  1092. switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) {
  1093. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1094. break; //none
  1095. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1096. r.size.height /= 2;
  1097. break;
  1098. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1099. r.size /= 2;
  1100. break;
  1101. }
  1102. return MAX(r.size.width, r.size.height);
  1103. }
  1104. //////////////////////////////////////////////////
  1105. RID RendererSceneRenderRD::camera_effects_allocate() {
  1106. return camera_effects_owner.allocate_rid();
  1107. }
  1108. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  1109. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  1110. }
  1111. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  1112. dof_blur_quality = p_quality;
  1113. dof_blur_use_jitter = p_use_jitter;
  1114. }
  1115. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  1116. dof_blur_bokeh_shape = p_shape;
  1117. }
  1118. 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) {
  1119. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1120. ERR_FAIL_COND(!camfx);
  1121. camfx->dof_blur_far_enabled = p_far_enable;
  1122. camfx->dof_blur_far_distance = p_far_distance;
  1123. camfx->dof_blur_far_transition = p_far_transition;
  1124. camfx->dof_blur_near_enabled = p_near_enable;
  1125. camfx->dof_blur_near_distance = p_near_distance;
  1126. camfx->dof_blur_near_transition = p_near_transition;
  1127. camfx->dof_blur_amount = p_amount;
  1128. }
  1129. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  1130. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1131. ERR_FAIL_COND(!camfx);
  1132. camfx->override_exposure_enabled = p_enable;
  1133. camfx->override_exposure = p_exposure;
  1134. }
  1135. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  1136. RID li = light_instance_owner.make_rid(LightInstance());
  1137. LightInstance *light_instance = light_instance_owner.get_or_null(li);
  1138. light_instance->self = li;
  1139. light_instance->light = p_light;
  1140. light_instance->light_type = RSG::light_storage->light_get_type(p_light);
  1141. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1142. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1143. }
  1144. return li;
  1145. }
  1146. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1147. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1148. ERR_FAIL_COND(!light_instance);
  1149. light_instance->transform = p_transform;
  1150. }
  1151. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1152. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1153. ERR_FAIL_COND(!light_instance);
  1154. light_instance->aabb = p_aabb;
  1155. }
  1156. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
  1157. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1158. ERR_FAIL_COND(!light_instance);
  1159. ERR_FAIL_INDEX(p_pass, 6);
  1160. light_instance->shadow_transform[p_pass].camera = p_projection;
  1161. light_instance->shadow_transform[p_pass].transform = p_transform;
  1162. light_instance->shadow_transform[p_pass].farplane = p_far;
  1163. light_instance->shadow_transform[p_pass].split = p_split;
  1164. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1165. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1166. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1167. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1168. }
  1169. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1170. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1171. ERR_FAIL_COND(!light_instance);
  1172. light_instance->last_scene_pass = scene_pass;
  1173. }
  1174. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1175. if (!shadow_cubemaps.has(p_size)) {
  1176. ShadowCubemap sc;
  1177. {
  1178. RD::TextureFormat tf;
  1179. 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;
  1180. tf.width = p_size;
  1181. tf.height = p_size;
  1182. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1183. tf.array_layers = 6;
  1184. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1185. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1186. }
  1187. for (int i = 0; i < 6; i++) {
  1188. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1189. Vector<RID> fbtex;
  1190. fbtex.push_back(side_texture);
  1191. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1192. }
  1193. shadow_cubemaps[p_size] = sc;
  1194. }
  1195. return &shadow_cubemaps[p_size];
  1196. }
  1197. //////////////////////////
  1198. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1199. DecalInstance di;
  1200. di.decal = p_decal;
  1201. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1202. return decal_instance_owner.make_rid(di);
  1203. }
  1204. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1205. DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
  1206. ERR_FAIL_COND(!di);
  1207. di->transform = p_transform;
  1208. }
  1209. /////////////////////////////////
  1210. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1211. LightmapInstance li;
  1212. li.lightmap = p_lightmap;
  1213. return lightmap_instance_owner.make_rid(li);
  1214. }
  1215. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1216. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
  1217. ERR_FAIL_COND(!li);
  1218. li->transform = p_transform;
  1219. }
  1220. /////////////////////////////////
  1221. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1222. return gi.voxel_gi_instance_create(p_base);
  1223. }
  1224. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1225. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1226. }
  1227. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1228. if (!is_dynamic_gi_supported()) {
  1229. return false;
  1230. }
  1231. return gi.voxel_gi_needs_update(p_probe);
  1232. }
  1233. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
  1234. if (!is_dynamic_gi_supported()) {
  1235. return;
  1236. }
  1237. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1238. }
  1239. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  1240. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1241. ERR_FAIL_COND(!rb);
  1242. if (!rb->sdfgi) {
  1243. return; //nothing to debug
  1244. }
  1245. rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
  1246. }
  1247. ////////////////////////////////
  1248. RID RendererSceneRenderRD::render_buffers_create() {
  1249. RenderBuffers rb;
  1250. rb.data = _create_render_buffer_data();
  1251. return render_buffers_owner.make_rid(rb);
  1252. }
  1253. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1254. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1255. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1256. RD::TextureFormat tf;
  1257. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1258. tf.width = rb->internal_width;
  1259. tf.height = rb->internal_height;
  1260. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1261. tf.array_layers = rb->view_count;
  1262. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1263. if (_render_buffers_can_be_storage()) {
  1264. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1265. } else {
  1266. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1267. }
  1268. tf.mipmaps = mipmaps_required;
  1269. rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1270. tf.width = rb->internal_width;
  1271. tf.height = rb->internal_height;
  1272. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1273. //the second one is smaller (only used for separatable part of blur)
  1274. tf.width >>= 1;
  1275. tf.height >>= 1;
  1276. tf.mipmaps--;
  1277. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1278. for (uint32_t l = 0; l < rb->view_count; l++) {
  1279. RenderBuffers::Blur::Layer ll[2];
  1280. int base_width = rb->internal_width;
  1281. int base_height = rb->internal_height;
  1282. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1283. RenderBuffers::Blur::Mipmap mm;
  1284. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i);
  1285. mm.width = base_width;
  1286. mm.height = base_height;
  1287. if (!_render_buffers_can_be_storage()) {
  1288. Vector<RID> fb;
  1289. fb.push_back(mm.texture);
  1290. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1291. }
  1292. if (!_render_buffers_can_be_storage()) {
  1293. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1294. tf.width = MAX(1, base_width >> 1);
  1295. tf.height = base_height;
  1296. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1297. tf.array_layers = 1;
  1298. tf.mipmaps = 1;
  1299. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1300. Vector<RID> half_fb;
  1301. half_fb.push_back(mm.half_texture);
  1302. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1303. }
  1304. ll[0].mipmaps.push_back(mm);
  1305. if (i > 0) {
  1306. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1);
  1307. if (!_render_buffers_can_be_storage()) {
  1308. Vector<RID> fb;
  1309. fb.push_back(mm.texture);
  1310. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1311. // We can re-use the half texture here as it is an intermediate result
  1312. }
  1313. ll[1].mipmaps.push_back(mm);
  1314. }
  1315. base_width = MAX(1, base_width >> 1);
  1316. base_height = MAX(1, base_height >> 1);
  1317. }
  1318. rb->blur[0].layers.push_back(ll[0]);
  1319. rb->blur[1].layers.push_back(ll[1]);
  1320. }
  1321. if (!_render_buffers_can_be_storage()) {
  1322. // create 4 weight textures, 2 full size, 2 half size
  1323. 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
  1324. tf.width = rb->internal_width;
  1325. tf.height = rb->internal_height;
  1326. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1327. tf.array_layers = 1; // Our DOF effect handles one eye per turn
  1328. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1329. tf.mipmaps = 1;
  1330. for (uint32_t i = 0; i < 4; i++) {
  1331. // associated blur texture
  1332. RID texture;
  1333. if (i == 1) {
  1334. texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1335. } else if (i == 2) {
  1336. texture = rb->blur[1].layers[0].mipmaps[0].texture;
  1337. } else if (i == 3) {
  1338. texture = rb->blur[0].layers[0].mipmaps[1].texture;
  1339. }
  1340. // create weight texture
  1341. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1342. // create frame buffer
  1343. Vector<RID> fb;
  1344. if (i != 0) {
  1345. fb.push_back(texture);
  1346. }
  1347. fb.push_back(rb->weight_buffers[i].weight);
  1348. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1349. if (i == 1) {
  1350. // next 2 are half size
  1351. tf.width = MAX(1u, tf.width >> 1);
  1352. tf.height = MAX(1u, tf.height >> 1);
  1353. }
  1354. }
  1355. }
  1356. }
  1357. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1358. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1359. {
  1360. RD::TextureFormat tf;
  1361. if (rb->view_count > 1) {
  1362. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1363. }
  1364. // 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?
  1365. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1366. tf.width = rb->width;
  1367. tf.height = rb->height;
  1368. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1369. tf.array_layers = rb->view_count; // create a layer for every view
  1370. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1371. 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
  1372. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1373. }
  1374. if (!_render_buffers_can_be_storage()) {
  1375. // create framebuffer so we can write into this...
  1376. Vector<RID> fb;
  1377. fb.push_back(rb->depth_back_texture);
  1378. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1379. }
  1380. }
  1381. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1382. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1383. int w = rb->internal_width;
  1384. int h = rb->internal_height;
  1385. while (true) {
  1386. w = MAX(w / 8, 1);
  1387. h = MAX(h / 8, 1);
  1388. RD::TextureFormat tf;
  1389. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1390. tf.width = w;
  1391. tf.height = h;
  1392. bool final = w == 1 && h == 1;
  1393. if (_render_buffers_can_be_storage()) {
  1394. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1395. if (final) {
  1396. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1397. }
  1398. } else {
  1399. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1400. }
  1401. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1402. rb->luminance.reduce.push_back(texture);
  1403. if (!_render_buffers_can_be_storage()) {
  1404. Vector<RID> fb;
  1405. fb.push_back(texture);
  1406. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1407. }
  1408. if (final) {
  1409. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1410. if (!_render_buffers_can_be_storage()) {
  1411. Vector<RID> fb;
  1412. fb.push_back(rb->luminance.current);
  1413. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1414. }
  1415. break;
  1416. }
  1417. }
  1418. }
  1419. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1420. if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
  1421. for (int i = 0; i < rb->views.size(); i++) {
  1422. if (rb->views[i].view_fb.is_valid()) {
  1423. RD::get_singleton()->free(rb->views[i].view_fb);
  1424. }
  1425. if (rb->views[i].view_texture.is_valid()) {
  1426. RD::get_singleton()->free(rb->views[i].view_texture);
  1427. }
  1428. if (rb->views[i].view_depth.is_valid()) {
  1429. RD::get_singleton()->free(rb->views[i].view_depth);
  1430. }
  1431. }
  1432. }
  1433. rb->views.clear();
  1434. if (rb->texture_fb.is_valid()) {
  1435. RD::get_singleton()->free(rb->texture_fb);
  1436. rb->texture_fb = RID();
  1437. }
  1438. if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) {
  1439. RD::get_singleton()->free(rb->internal_texture);
  1440. rb->texture = RID();
  1441. rb->internal_texture = RID();
  1442. rb->upscale_texture = RID();
  1443. } else {
  1444. if (rb->texture.is_valid()) {
  1445. RD::get_singleton()->free(rb->texture);
  1446. rb->texture = RID();
  1447. }
  1448. if (rb->internal_texture.is_valid()) {
  1449. RD::get_singleton()->free(rb->internal_texture);
  1450. rb->internal_texture = RID();
  1451. }
  1452. if (rb->upscale_texture.is_valid()) {
  1453. RD::get_singleton()->free(rb->upscale_texture);
  1454. rb->upscale_texture = RID();
  1455. }
  1456. }
  1457. if (rb->depth_texture.is_valid()) {
  1458. RD::get_singleton()->free(rb->depth_texture);
  1459. rb->depth_texture = RID();
  1460. }
  1461. if (rb->depth_back_fb.is_valid()) {
  1462. RD::get_singleton()->free(rb->depth_back_fb);
  1463. rb->depth_back_fb = RID();
  1464. }
  1465. if (rb->depth_back_texture.is_valid()) {
  1466. RD::get_singleton()->free(rb->depth_back_texture);
  1467. rb->depth_back_texture = RID();
  1468. }
  1469. if (rb->sss_texture.is_valid()) {
  1470. RD::get_singleton()->free(rb->sss_texture);
  1471. rb->sss_texture = RID();
  1472. }
  1473. for (int i = 0; i < 2; i++) {
  1474. for (int l = 0; l < rb->blur[i].layers.size(); l++) {
  1475. for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
  1476. // do we free the texture slice here? or is it enough to free the main texture?
  1477. // do free the mobile extra stuff
  1478. if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
  1479. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
  1480. }
  1481. // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
  1482. if (i == 0) {
  1483. if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
  1484. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
  1485. }
  1486. if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
  1487. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
  1488. }
  1489. }
  1490. }
  1491. }
  1492. rb->blur[i].layers.clear();
  1493. if (rb->blur[i].texture.is_valid()) {
  1494. RD::get_singleton()->free(rb->blur[i].texture);
  1495. rb->blur[i].texture = RID();
  1496. }
  1497. }
  1498. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1499. RD::get_singleton()->free(rb->luminance.fb[i]);
  1500. }
  1501. rb->luminance.fb.clear();
  1502. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1503. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1504. }
  1505. rb->luminance.reduce.clear();
  1506. if (rb->luminance.current_fb.is_valid()) {
  1507. RD::get_singleton()->free(rb->luminance.current_fb);
  1508. rb->luminance.current_fb = RID();
  1509. }
  1510. if (rb->luminance.current.is_valid()) {
  1511. RD::get_singleton()->free(rb->luminance.current);
  1512. rb->luminance.current = RID();
  1513. }
  1514. if (rb->ss_effects.linear_depth.is_valid()) {
  1515. RD::get_singleton()->free(rb->ss_effects.linear_depth);
  1516. rb->ss_effects.linear_depth = RID();
  1517. rb->ss_effects.linear_depth_slices.clear();
  1518. }
  1519. if (rb->ss_effects.ssao.ao_final.is_valid()) {
  1520. RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
  1521. RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
  1522. RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
  1523. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
  1524. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
  1525. rb->ss_effects.ssao.ao_deinterleaved = RID();
  1526. rb->ss_effects.ssao.ao_pong = RID();
  1527. rb->ss_effects.ssao.ao_final = RID();
  1528. rb->ss_effects.ssao.importance_map[0] = RID();
  1529. rb->ss_effects.ssao.importance_map[1] = RID();
  1530. rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
  1531. rb->ss_effects.ssao.ao_pong_slices.clear();
  1532. }
  1533. if (rb->ss_effects.ssil.ssil_final.is_valid()) {
  1534. RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
  1535. RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
  1536. RD::get_singleton()->free(rb->ss_effects.ssil.pong);
  1537. RD::get_singleton()->free(rb->ss_effects.ssil.edges);
  1538. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
  1539. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
  1540. rb->ss_effects.ssil.ssil_final = RID();
  1541. rb->ss_effects.ssil.deinterleaved = RID();
  1542. rb->ss_effects.ssil.pong = RID();
  1543. rb->ss_effects.ssil.edges = RID();
  1544. rb->ss_effects.ssil.deinterleaved_slices.clear();
  1545. rb->ss_effects.ssil.pong_slices.clear();
  1546. rb->ss_effects.ssil.edges_slices.clear();
  1547. rb->ss_effects.ssil.importance_map[0] = RID();
  1548. rb->ss_effects.ssil.importance_map[1] = RID();
  1549. RD::get_singleton()->free(rb->ss_effects.last_frame);
  1550. rb->ss_effects.last_frame = RID();
  1551. rb->ss_effects.last_frame_slices.clear();
  1552. }
  1553. if (rb->ssr.blur_radius[0].is_valid()) {
  1554. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1555. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1556. rb->ssr.blur_radius[0] = RID();
  1557. rb->ssr.blur_radius[1] = RID();
  1558. }
  1559. if (rb->ssr.depth_scaled.is_valid()) {
  1560. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1561. rb->ssr.depth_scaled = RID();
  1562. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1563. rb->ssr.normal_scaled = RID();
  1564. }
  1565. if (rb->ambient_buffer.is_valid()) {
  1566. RD::get_singleton()->free(rb->ambient_buffer);
  1567. RD::get_singleton()->free(rb->reflection_buffer);
  1568. rb->ambient_buffer = RID();
  1569. rb->reflection_buffer = RID();
  1570. }
  1571. if (rb->gi.voxel_gi_buffer.is_valid()) {
  1572. RD::get_singleton()->free(rb->gi.voxel_gi_buffer);
  1573. rb->gi.voxel_gi_buffer = RID();
  1574. }
  1575. }
  1576. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1577. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1578. ERR_FAIL_COND(!rb);
  1579. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1580. if (!can_use_effects) {
  1581. //just copy
  1582. return;
  1583. }
  1584. if (rb->blur[0].texture.is_null()) {
  1585. _allocate_blur_textures(rb);
  1586. }
  1587. storage->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
  1588. }
  1589. void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
  1590. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1591. ERR_FAIL_COND(!rb);
  1592. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1593. if (!can_use_effects) {
  1594. //just copy
  1595. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID());
  1596. return;
  1597. }
  1598. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1599. ERR_FAIL_COND(!env);
  1600. ERR_FAIL_COND(!env->ssr_enabled);
  1601. if (rb->ssr.depth_scaled.is_null()) {
  1602. RD::TextureFormat tf;
  1603. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1604. tf.width = rb->internal_width / 2;
  1605. tf.height = rb->internal_height / 2;
  1606. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1607. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1608. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1609. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1610. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1611. }
  1612. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1613. RD::TextureFormat tf;
  1614. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1615. tf.width = rb->internal_width / 2;
  1616. tf.height = rb->internal_height / 2;
  1617. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1618. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1619. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1620. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1621. }
  1622. if (rb->blur[0].texture.is_null()) {
  1623. _allocate_blur_textures(rb);
  1624. }
  1625. storage->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].layers[0].mipmaps[1].texture, rb->blur[1].layers[0].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  1626. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].layers[0].mipmaps[1].texture);
  1627. }
  1628. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1629. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1630. ERR_FAIL_COND(!rb);
  1631. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1632. ERR_FAIL_COND(!env);
  1633. RENDER_TIMESTAMP("Process SSAO");
  1634. if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1635. RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
  1636. RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
  1637. RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
  1638. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
  1639. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
  1640. rb->ss_effects.ssao.ao_deinterleaved = RID();
  1641. rb->ss_effects.ssao.ao_pong = RID();
  1642. rb->ss_effects.ssao.ao_final = RID();
  1643. rb->ss_effects.ssao.importance_map[0] = RID();
  1644. rb->ss_effects.ssao.importance_map[1] = RID();
  1645. rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
  1646. rb->ss_effects.ssao.ao_pong_slices.clear();
  1647. }
  1648. int buffer_width;
  1649. int buffer_height;
  1650. int half_width;
  1651. int half_height;
  1652. if (ssao_half_size) {
  1653. buffer_width = (rb->internal_width + 3) / 4;
  1654. buffer_height = (rb->internal_height + 3) / 4;
  1655. half_width = (rb->internal_width + 7) / 8;
  1656. half_height = (rb->internal_height + 7) / 8;
  1657. } else {
  1658. buffer_width = (rb->internal_width + 1) / 2;
  1659. buffer_height = (rb->internal_height + 1) / 2;
  1660. half_width = (rb->internal_width + 3) / 4;
  1661. half_height = (rb->internal_height + 3) / 4;
  1662. }
  1663. bool uniform_sets_are_invalid = false;
  1664. if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) {
  1665. {
  1666. rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  1667. }
  1668. {
  1669. RD::TextureFormat tf;
  1670. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1671. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1672. tf.width = buffer_width;
  1673. tf.height = buffer_height;
  1674. tf.array_layers = 4;
  1675. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1676. rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1677. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1678. for (uint32_t i = 0; i < 4; i++) {
  1679. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0);
  1680. rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice);
  1681. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1682. }
  1683. }
  1684. {
  1685. RD::TextureFormat tf;
  1686. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1687. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1688. tf.width = buffer_width;
  1689. tf.height = buffer_height;
  1690. tf.array_layers = 4;
  1691. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1692. rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1693. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1694. for (uint32_t i = 0; i < 4; i++) {
  1695. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0);
  1696. rb->ss_effects.ssao.ao_pong_slices.push_back(slice);
  1697. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1698. }
  1699. }
  1700. {
  1701. RD::TextureFormat tf;
  1702. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1703. tf.width = half_width;
  1704. tf.height = half_height;
  1705. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1706. rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1707. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map");
  1708. rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1709. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong");
  1710. }
  1711. {
  1712. RD::TextureFormat tf;
  1713. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1714. tf.width = rb->internal_width;
  1715. tf.height = rb->internal_height;
  1716. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1717. rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1718. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final");
  1719. }
  1720. ssao_using_half_size = ssao_half_size;
  1721. uniform_sets_are_invalid = true;
  1722. }
  1723. EffectsRD::SSAOSettings settings;
  1724. settings.radius = env->ssao_radius;
  1725. settings.intensity = env->ssao_intensity;
  1726. settings.power = env->ssao_power;
  1727. settings.detail = env->ssao_detail;
  1728. settings.horizon = env->ssao_horizon;
  1729. settings.sharpness = env->ssao_sharpness;
  1730. settings.quality = ssao_quality;
  1731. settings.half_size = ssao_half_size;
  1732. settings.adaptive_target = ssao_adaptive_target;
  1733. settings.blur_passes = ssao_blur_passes;
  1734. settings.fadeout_from = ssao_fadeout_from;
  1735. settings.fadeout_to = ssao_fadeout_to;
  1736. settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
  1737. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1738. settings.quarter_screen_size = Size2i(half_width, half_height);
  1739. storage->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set);
  1740. }
  1741. void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
  1742. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1743. ERR_FAIL_COND(!rb);
  1744. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1745. ERR_FAIL_COND(!env);
  1746. RENDER_TIMESTAMP("Process SSIL");
  1747. if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) {
  1748. RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
  1749. RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
  1750. RD::get_singleton()->free(rb->ss_effects.ssil.pong);
  1751. RD::get_singleton()->free(rb->ss_effects.ssil.edges);
  1752. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
  1753. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
  1754. rb->ss_effects.ssil.ssil_final = RID();
  1755. rb->ss_effects.ssil.deinterleaved = RID();
  1756. rb->ss_effects.ssil.pong = RID();
  1757. rb->ss_effects.ssil.edges = RID();
  1758. rb->ss_effects.ssil.deinterleaved_slices.clear();
  1759. rb->ss_effects.ssil.pong_slices.clear();
  1760. rb->ss_effects.ssil.edges_slices.clear();
  1761. rb->ss_effects.ssil.importance_map[0] = RID();
  1762. rb->ss_effects.ssil.importance_map[1] = RID();
  1763. }
  1764. int buffer_width;
  1765. int buffer_height;
  1766. int half_width;
  1767. int half_height;
  1768. if (ssil_half_size) {
  1769. buffer_width = (rb->width + 3) / 4;
  1770. buffer_height = (rb->height + 3) / 4;
  1771. half_width = (rb->width + 7) / 8;
  1772. half_height = (rb->height + 7) / 8;
  1773. } else {
  1774. buffer_width = (rb->width + 1) / 2;
  1775. buffer_height = (rb->height + 1) / 2;
  1776. half_width = (rb->width + 3) / 4;
  1777. half_height = (rb->height + 3) / 4;
  1778. }
  1779. bool uniform_sets_are_invalid = false;
  1780. if (rb->ss_effects.ssil.ssil_final.is_null()) {
  1781. {
  1782. rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  1783. }
  1784. {
  1785. RD::TextureFormat tf;
  1786. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1787. tf.width = rb->width;
  1788. tf.height = rb->height;
  1789. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1790. rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1791. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture");
  1792. RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1793. if (rb->ss_effects.last_frame.is_null()) {
  1794. tf.mipmaps = 6;
  1795. rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1796. RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance");
  1797. RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
  1798. for (uint32_t i = 0; i < 6; i++) {
  1799. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i);
  1800. rb->ss_effects.last_frame_slices.push_back(slice);
  1801. RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
  1802. }
  1803. }
  1804. }
  1805. {
  1806. RD::TextureFormat tf;
  1807. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1808. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1809. tf.width = buffer_width;
  1810. tf.height = buffer_height;
  1811. tf.array_layers = 4;
  1812. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1813. rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1814. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer");
  1815. for (uint32_t i = 0; i < 4; i++) {
  1816. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0);
  1817. rb->ss_effects.ssil.deinterleaved_slices.push_back(slice);
  1818. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
  1819. }
  1820. }
  1821. {
  1822. RD::TextureFormat tf;
  1823. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1824. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1825. tf.width = buffer_width;
  1826. tf.height = buffer_height;
  1827. tf.array_layers = 4;
  1828. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1829. rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1830. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer");
  1831. for (uint32_t i = 0; i < 4; i++) {
  1832. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0);
  1833. rb->ss_effects.ssil.pong_slices.push_back(slice);
  1834. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
  1835. }
  1836. }
  1837. {
  1838. RD::TextureFormat tf;
  1839. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1840. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1841. tf.width = buffer_width;
  1842. tf.height = buffer_height;
  1843. tf.array_layers = 4;
  1844. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1845. rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1846. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer");
  1847. for (uint32_t i = 0; i < 4; i++) {
  1848. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0);
  1849. rb->ss_effects.ssil.edges_slices.push_back(slice);
  1850. RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
  1851. }
  1852. }
  1853. {
  1854. RD::TextureFormat tf;
  1855. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1856. tf.width = half_width;
  1857. tf.height = half_height;
  1858. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1859. rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1860. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map");
  1861. rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1862. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong");
  1863. }
  1864. uniform_sets_are_invalid = true;
  1865. ssil_using_half_size = ssil_half_size;
  1866. }
  1867. EffectsRD::SSILSettings settings;
  1868. settings.radius = env->ssil_radius;
  1869. settings.intensity = env->ssil_intensity;
  1870. settings.sharpness = env->ssil_sharpness;
  1871. settings.normal_rejection = env->ssil_normal_rejection;
  1872. settings.quality = ssil_quality;
  1873. settings.half_size = ssil_half_size;
  1874. settings.adaptive_target = ssil_adaptive_target;
  1875. settings.blur_passes = ssil_blur_passes;
  1876. settings.fadeout_from = ssil_fadeout_from;
  1877. settings.fadeout_to = ssil_fadeout_to;
  1878. settings.full_screen_size = Size2i(rb->width, rb->height);
  1879. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1880. settings.quarter_screen_size = Size2i(half_width, half_height);
  1881. CameraMatrix correction;
  1882. correction.set_depth_correction(true);
  1883. CameraMatrix projection = correction * p_projection;
  1884. Transform3D transform = p_transform;
  1885. transform.set_origin(Vector3(0.0, 0.0, 0.0));
  1886. CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
  1887. storage->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set);
  1888. rb->ss_effects.last_frame_projection = projection;
  1889. rb->ss_effects.last_frame_transform = transform;
  1890. }
  1891. void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
  1892. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1893. ERR_FAIL_COND(!rb);
  1894. if (rb->ss_effects.last_frame.is_valid()) {
  1895. copy_effects->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
  1896. int width = rb->width;
  1897. int height = rb->height;
  1898. for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
  1899. width = MAX(1, width >> 1);
  1900. height = MAX(1, height >> 1);
  1901. copy_effects->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
  1902. }
  1903. }
  1904. }
  1905. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1906. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1907. ERR_FAIL_COND(!rb);
  1908. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1909. if (rb->blur[0].texture.is_null()) {
  1910. _allocate_blur_textures(rb);
  1911. }
  1912. bool can_use_storage = _render_buffers_can_be_storage();
  1913. for (uint32_t v = 0; v < rb->view_count; v++) {
  1914. if (can_use_storage) {
  1915. 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));
  1916. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1917. 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));
  1918. }
  1919. } else {
  1920. 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));
  1921. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1922. 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));
  1923. }
  1924. }
  1925. }
  1926. RD::get_singleton()->draw_command_end_label();
  1927. }
  1928. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1929. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1930. ERR_FAIL_COND(!rb);
  1931. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1932. if (rb->depth_back_texture.is_null()) {
  1933. _allocate_depth_backbuffer_textures(rb);
  1934. }
  1935. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1936. bool can_use_storage = _render_buffers_can_be_storage();
  1937. if (can_use_storage) {
  1938. copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1939. } else {
  1940. copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1941. }
  1942. RD::get_singleton()->draw_command_end_label();
  1943. }
  1944. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1945. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1946. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1947. ERR_FAIL_COND(!rb);
  1948. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1949. // Glow and override exposure (if enabled).
  1950. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1951. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1952. bool can_use_storage = _render_buffers_can_be_storage();
  1953. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1954. RENDER_TIMESTAMP("Depth of Field");
  1955. RD::get_singleton()->draw_command_begin_label("DOF");
  1956. if (rb->blur[0].texture.is_null()) {
  1957. _allocate_blur_textures(rb);
  1958. }
  1959. RendererRD::BokehDOF::BokehBuffers buffers;
  1960. // Textures we use
  1961. buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
  1962. buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1963. buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
  1964. buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
  1965. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1966. if (can_use_storage) {
  1967. for (uint32_t i = 0; i < rb->view_count; i++) {
  1968. buffers.base_texture = rb->views[i].view_texture;
  1969. buffers.depth_texture = rb->views[i].view_depth;
  1970. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1971. float z_near = p_render_data->view_projection[i].get_z_near();
  1972. float z_far = p_render_data->view_projection[i].get_z_far();
  1973. 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);
  1974. };
  1975. } else {
  1976. // Set framebuffers.
  1977. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1978. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1979. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1980. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1981. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1982. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1983. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1984. // Set weight buffers.
  1985. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  1986. for (uint32_t i = 0; i < rb->view_count; i++) {
  1987. buffers.base_texture = rb->views[i].view_texture;
  1988. buffers.depth_texture = rb->views[i].view_depth;
  1989. buffers.base_fb = rb->views[i].view_fb;
  1990. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1991. float z_near = p_render_data->view_projection[i].get_z_near();
  1992. float z_far = p_render_data->view_projection[i].get_z_far();
  1993. 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);
  1994. }
  1995. }
  1996. RD::get_singleton()->draw_command_end_label();
  1997. }
  1998. if (can_use_effects && env && env->auto_exposure) {
  1999. RENDER_TIMESTAMP("Auto exposure");
  2000. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  2001. if (rb->luminance.current.is_null()) {
  2002. _allocate_luminance_textures(rb);
  2003. }
  2004. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  2005. rb->auto_exposure_version = env->auto_exposure_version;
  2006. double step = env->auto_exp_speed * time_step;
  2007. if (can_use_storage) {
  2008. storage->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  2009. } else {
  2010. storage->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  2011. }
  2012. // Swap final reduce with prev luminance.
  2013. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  2014. if (!can_use_storage) {
  2015. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  2016. }
  2017. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  2018. RD::get_singleton()->draw_command_end_label();
  2019. }
  2020. int max_glow_level = -1;
  2021. if (can_use_effects && env && env->glow_enabled) {
  2022. RENDER_TIMESTAMP("Glow");
  2023. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  2024. /* see that blur textures are allocated */
  2025. if (rb->blur[1].texture.is_null()) {
  2026. _allocate_blur_textures(rb);
  2027. }
  2028. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  2029. if (env->glow_levels[i] > 0.0) {
  2030. if (i >= rb->blur[1].layers[0].mipmaps.size()) {
  2031. max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
  2032. } else {
  2033. max_glow_level = i;
  2034. }
  2035. }
  2036. }
  2037. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2038. for (uint32_t l = 0; l < rb->view_count; l++) {
  2039. for (int i = 0; i < (max_glow_level + 1); i++) {
  2040. int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
  2041. int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
  2042. if (i == 0) {
  2043. RID luminance_texture;
  2044. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  2045. luminance_texture = rb->luminance.current;
  2046. }
  2047. if (can_use_storage) {
  2048. 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);
  2049. } else {
  2050. 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);
  2051. }
  2052. } else {
  2053. if (can_use_storage) {
  2054. 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);
  2055. } else {
  2056. 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);
  2057. }
  2058. }
  2059. }
  2060. }
  2061. RD::get_singleton()->draw_command_end_label();
  2062. }
  2063. {
  2064. RENDER_TIMESTAMP("Tonemap");
  2065. RD::get_singleton()->draw_command_begin_label("Tonemap");
  2066. RendererRD::ToneMapper::TonemapSettings tonemap;
  2067. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  2068. tonemap.use_auto_exposure = true;
  2069. tonemap.exposure_texture = rb->luminance.current;
  2070. tonemap.auto_exposure_grey = env->auto_exp_scale;
  2071. } else {
  2072. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2073. }
  2074. if (can_use_effects && env && env->glow_enabled) {
  2075. tonemap.use_glow = true;
  2076. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(env->glow_blend_mode);
  2077. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  2078. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  2079. tonemap.glow_levels[i] = env->glow_levels[i];
  2080. }
  2081. tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
  2082. tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
  2083. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  2084. tonemap.glow_texture = rb->blur[1].texture;
  2085. if (env->glow_map.is_valid()) {
  2086. tonemap.glow_map_strength = env->glow_map_strength;
  2087. tonemap.glow_map = texture_storage->texture_get_rd_texture(env->glow_map);
  2088. } else {
  2089. tonemap.glow_map_strength = 0.0f;
  2090. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2091. }
  2092. } else {
  2093. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  2094. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2095. }
  2096. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  2097. tonemap.use_fxaa = true;
  2098. }
  2099. tonemap.use_debanding = rb->use_debanding;
  2100. tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
  2101. if (env) {
  2102. tonemap.tonemap_mode = env->tone_mapper;
  2103. tonemap.white = env->white;
  2104. tonemap.exposure = env->exposure;
  2105. }
  2106. if (camfx && camfx->override_exposure_enabled) {
  2107. tonemap.exposure = camfx->override_exposure;
  2108. }
  2109. tonemap.use_color_correction = false;
  2110. tonemap.use_1d_color_correction = false;
  2111. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2112. if (can_use_effects && env) {
  2113. tonemap.use_bcs = env->adjustments_enabled;
  2114. tonemap.brightness = env->adjustments_brightness;
  2115. tonemap.contrast = env->adjustments_contrast;
  2116. tonemap.saturation = env->adjustments_saturation;
  2117. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  2118. tonemap.use_color_correction = true;
  2119. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  2120. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
  2121. }
  2122. }
  2123. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2124. tonemap.view_count = p_render_data->view_count;
  2125. tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  2126. RD::get_singleton()->draw_command_end_label();
  2127. }
  2128. if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
  2129. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  2130. storage->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
  2131. RD::get_singleton()->draw_command_end_label();
  2132. }
  2133. texture_storage->render_target_disable_clear_request(rb->render_target);
  2134. }
  2135. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  2136. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2137. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  2138. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2139. ERR_FAIL_COND(!rb);
  2140. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  2141. // Override exposure (if enabled).
  2142. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  2143. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  2144. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  2145. RendererRD::ToneMapper::TonemapSettings tonemap;
  2146. if (env) {
  2147. tonemap.tonemap_mode = env->tone_mapper;
  2148. tonemap.exposure = env->exposure;
  2149. tonemap.white = env->white;
  2150. }
  2151. if (camfx && camfx->override_exposure_enabled) {
  2152. tonemap.exposure = camfx->override_exposure;
  2153. }
  2154. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  2155. // The problem is that we need to use the result so far and process them before we can
  2156. // apply this to our results.
  2157. if (can_use_effects && env && env->glow_enabled) {
  2158. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  2159. }
  2160. if (can_use_effects && env && env->auto_exposure) {
  2161. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  2162. }
  2163. tonemap.use_glow = false;
  2164. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  2165. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2166. tonemap.use_auto_exposure = false;
  2167. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2168. tonemap.use_color_correction = false;
  2169. tonemap.use_1d_color_correction = false;
  2170. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2171. if (can_use_effects && env) {
  2172. tonemap.use_bcs = env->adjustments_enabled;
  2173. tonemap.brightness = env->adjustments_brightness;
  2174. tonemap.contrast = env->adjustments_contrast;
  2175. tonemap.saturation = env->adjustments_saturation;
  2176. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  2177. tonemap.use_color_correction = true;
  2178. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  2179. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
  2180. }
  2181. }
  2182. tonemap.use_debanding = rb->use_debanding;
  2183. tonemap.texture_size = Vector2i(rb->width, rb->height);
  2184. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2185. tonemap.view_count = p_render_data->view_count;
  2186. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  2187. RD::get_singleton()->draw_command_end_label();
  2188. }
  2189. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  2190. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2191. ERR_FAIL_COND(!rb);
  2192. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2193. texture_storage->render_target_disable_clear_request(rb->render_target);
  2194. }
  2195. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  2196. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2197. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2198. ERR_FAIL_COND(!rb);
  2199. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  2200. if (p_shadow_atlas.is_valid()) {
  2201. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  2202. if (shadow_atlas_texture.is_null()) {
  2203. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  2204. }
  2205. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2206. 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);
  2207. }
  2208. }
  2209. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  2210. if (directional_shadow_get_texture().is_valid()) {
  2211. RID shadow_atlas_texture = directional_shadow_get_texture();
  2212. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2213. 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);
  2214. }
  2215. }
  2216. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  2217. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  2218. if (decal_atlas.is_valid()) {
  2219. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2220. 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);
  2221. }
  2222. }
  2223. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  2224. if (rb->luminance.current.is_valid()) {
  2225. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2226. 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);
  2227. }
  2228. }
  2229. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
  2230. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2231. 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);
  2232. }
  2233. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
  2234. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2235. 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);
  2236. }
  2237. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  2238. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2239. 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);
  2240. }
  2241. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
  2242. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2243. RID ambient_texture = rb->ambient_buffer;
  2244. RID reflection_texture = rb->reflection_buffer;
  2245. 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);
  2246. }
  2247. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  2248. if (p_occlusion_buffer.is_valid()) {
  2249. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2250. 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);
  2251. }
  2252. }
  2253. }
  2254. 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) {
  2255. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  2256. ERR_FAIL_COND(!env);
  2257. env->adjustments_enabled = p_enable;
  2258. env->adjustments_brightness = p_brightness;
  2259. env->adjustments_contrast = p_contrast;
  2260. env->adjustments_saturation = p_saturation;
  2261. env->use_1d_color_correction = p_use_1d_color_correction;
  2262. env->color_correction = p_color_correction;
  2263. }
  2264. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  2265. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2266. ERR_FAIL_COND_V(!rb, RID());
  2267. if (!rb->blur[0].texture.is_valid()) {
  2268. return RID(); //not valid at the moment
  2269. }
  2270. return rb->blur[0].texture;
  2271. }
  2272. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  2273. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2274. ERR_FAIL_COND_V(!rb, RID());
  2275. if (!rb->depth_back_texture.is_valid()) {
  2276. return RID(); //not valid at the moment
  2277. }
  2278. return rb->depth_back_texture;
  2279. }
  2280. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  2281. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2282. ERR_FAIL_COND_V(!rb, RID());
  2283. return rb->depth_texture;
  2284. }
  2285. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  2286. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2287. ERR_FAIL_COND_V(!rb, RID());
  2288. return rb->ss_effects.ssao.ao_final;
  2289. }
  2290. RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
  2291. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2292. ERR_FAIL_COND_V(!rb, RID());
  2293. return rb->ss_effects.ssil.ssil_final;
  2294. }
  2295. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  2296. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2297. ERR_FAIL_COND_V(!rb, RID());
  2298. if (rb->gi.voxel_gi_buffer.is_null()) {
  2299. rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
  2300. }
  2301. return rb->gi.voxel_gi_buffer;
  2302. }
  2303. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  2304. return gi.default_voxel_gi_buffer;
  2305. }
  2306. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  2307. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2308. ERR_FAIL_COND_V(!rb, RID());
  2309. return rb->ambient_buffer;
  2310. }
  2311. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  2312. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2313. ERR_FAIL_COND_V(!rb, RID());
  2314. return rb->reflection_buffer;
  2315. }
  2316. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  2317. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2318. ERR_FAIL_COND_V(!rb, 0);
  2319. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2320. return rb->sdfgi->cascades.size();
  2321. }
  2322. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  2323. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2324. ERR_FAIL_COND_V(!rb, false);
  2325. return rb->sdfgi != nullptr;
  2326. }
  2327. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  2328. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2329. ERR_FAIL_COND_V(!rb, RID());
  2330. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2331. return rb->sdfgi->lightprobe_texture;
  2332. }
  2333. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2334. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2335. ERR_FAIL_COND_V(!rb, Vector3());
  2336. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  2337. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  2338. 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;
  2339. }
  2340. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2341. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2342. ERR_FAIL_COND_V(!rb, Vector3i());
  2343. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  2344. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  2345. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
  2346. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  2347. }
  2348. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  2349. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2350. ERR_FAIL_COND_V(!rb, 0);
  2351. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2352. return rb->sdfgi->normal_bias;
  2353. }
  2354. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  2355. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2356. ERR_FAIL_COND_V(!rb, 0);
  2357. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2358. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  2359. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  2360. }
  2361. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  2362. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2363. ERR_FAIL_COND_V(!rb, 0);
  2364. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2365. return rb->sdfgi->probe_axis_count;
  2366. }
  2367. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  2368. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2369. ERR_FAIL_COND_V(!rb, 0);
  2370. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2371. return rb->sdfgi->cascade_size;
  2372. }
  2373. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  2374. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2375. ERR_FAIL_COND_V(!rb, false);
  2376. ERR_FAIL_COND_V(!rb->sdfgi, false);
  2377. return rb->sdfgi->uses_occlusion;
  2378. }
  2379. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  2380. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2381. ERR_FAIL_COND_V(!rb, 0.0);
  2382. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  2383. return rb->sdfgi->energy;
  2384. }
  2385. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  2386. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2387. ERR_FAIL_COND_V(!rb, RID());
  2388. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2389. return rb->sdfgi->occlusion_texture;
  2390. }
  2391. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  2392. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2393. ERR_FAIL_COND_V(!rb, false);
  2394. return rb->volumetric_fog != nullptr;
  2395. }
  2396. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  2397. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2398. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  2399. return rb->volumetric_fog->fog_map;
  2400. }
  2401. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  2402. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2403. ERR_FAIL_COND_V(!rb, RID());
  2404. if (!rb->volumetric_fog) {
  2405. return RID();
  2406. }
  2407. return rb->volumetric_fog->sky_uniform_set;
  2408. }
  2409. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2410. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2411. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2412. return rb->volumetric_fog->length;
  2413. }
  2414. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2415. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2416. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2417. return rb->volumetric_fog->spread;
  2418. }
  2419. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  2420. return 1.0;
  2421. }
  2422. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2423. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2424. }
  2425. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2426. return true;
  2427. }
  2428. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
  2429. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2430. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2431. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2432. if (!_render_buffers_can_be_storage()) {
  2433. p_internal_height = p_height;
  2434. p_internal_width = p_width;
  2435. }
  2436. if (p_width != p_internal_width) {
  2437. float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias;
  2438. material_storage->sampler_rd_configure_custom(fsr_mipmap_bias);
  2439. update_uniform_sets();
  2440. }
  2441. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2442. // Should we add an overrule per viewport?
  2443. rb->internal_width = p_internal_width;
  2444. rb->internal_height = p_internal_height;
  2445. rb->width = p_width;
  2446. rb->height = p_height;
  2447. rb->fsr_sharpness = p_fsr_sharpness;
  2448. rb->render_target = p_render_target;
  2449. rb->msaa = p_msaa;
  2450. rb->screen_space_aa = p_screen_space_aa;
  2451. rb->use_debanding = p_use_debanding;
  2452. rb->view_count = p_view_count;
  2453. if (is_clustered_enabled()) {
  2454. if (rb->cluster_builder == nullptr) {
  2455. rb->cluster_builder = memnew(ClusterBuilderRD);
  2456. }
  2457. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2458. }
  2459. _free_render_buffer_data(rb);
  2460. {
  2461. RD::TextureFormat tf;
  2462. if (rb->view_count > 1) {
  2463. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2464. }
  2465. tf.format = _render_buffers_get_color_format();
  2466. tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
  2467. tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
  2468. tf.array_layers = rb->view_count; // create a layer for every view
  2469. 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;
  2470. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2471. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2472. }
  2473. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2474. rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2475. if ((p_internal_width != p_width || p_internal_height != p_height)) {
  2476. tf.width = rb->width;
  2477. tf.height = rb->height;
  2478. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2479. rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2480. } else {
  2481. rb->texture = rb->internal_texture;
  2482. rb->upscale_texture = rb->internal_texture;
  2483. }
  2484. }
  2485. {
  2486. RD::TextureFormat tf;
  2487. if (rb->view_count > 1) {
  2488. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2489. }
  2490. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2491. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
  2492. } else {
  2493. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2494. }
  2495. tf.width = rb->internal_width;
  2496. tf.height = rb->internal_height;
  2497. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2498. tf.array_layers = rb->view_count; // create a layer for every view
  2499. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2500. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2501. } else {
  2502. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2503. }
  2504. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2505. }
  2506. {
  2507. if (!_render_buffers_can_be_storage()) {
  2508. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2509. Vector<RID> fb;
  2510. fb.push_back(rb->internal_texture);
  2511. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2512. }
  2513. rb->views.clear(); // JIC
  2514. if (rb->view_count == 1) {
  2515. // copy as a convenience
  2516. RenderBuffers::View view;
  2517. view.view_texture = rb->internal_texture;
  2518. view.view_depth = rb->depth_texture;
  2519. view.view_fb = rb->texture_fb;
  2520. rb->views.push_back(view);
  2521. } else {
  2522. for (uint32_t i = 0; i < rb->view_count; i++) {
  2523. RenderBuffers::View view;
  2524. view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->internal_texture, i, 0);
  2525. view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
  2526. if (!_render_buffers_can_be_storage()) {
  2527. Vector<RID> fb;
  2528. fb.push_back(view.view_texture);
  2529. view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
  2530. }
  2531. rb->views.push_back(view);
  2532. }
  2533. }
  2534. }
  2535. RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
  2536. rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_view_count);
  2537. if (is_clustered_enabled()) {
  2538. 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);
  2539. }
  2540. }
  2541. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2542. gi.half_resolution = p_enable;
  2543. }
  2544. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2545. sss_quality = p_quality;
  2546. }
  2547. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2548. return sss_quality;
  2549. }
  2550. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2551. sss_scale = p_scale;
  2552. sss_depth_scale = p_depth_scale;
  2553. }
  2554. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  2555. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2556. if (shadows_quality != p_quality) {
  2557. shadows_quality = p_quality;
  2558. switch (shadows_quality) {
  2559. case RS::SHADOW_QUALITY_HARD: {
  2560. penumbra_shadow_samples = 4;
  2561. soft_shadow_samples = 0;
  2562. shadows_quality_radius = 1.0;
  2563. } break;
  2564. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2565. penumbra_shadow_samples = 4;
  2566. soft_shadow_samples = 1;
  2567. shadows_quality_radius = 1.5;
  2568. } break;
  2569. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2570. penumbra_shadow_samples = 8;
  2571. soft_shadow_samples = 4;
  2572. shadows_quality_radius = 2.0;
  2573. } break;
  2574. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2575. penumbra_shadow_samples = 12;
  2576. soft_shadow_samples = 8;
  2577. shadows_quality_radius = 2.0;
  2578. } break;
  2579. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2580. penumbra_shadow_samples = 24;
  2581. soft_shadow_samples = 16;
  2582. shadows_quality_radius = 3.0;
  2583. } break;
  2584. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2585. penumbra_shadow_samples = 32;
  2586. soft_shadow_samples = 32;
  2587. shadows_quality_radius = 4.0;
  2588. } break;
  2589. case RS::SHADOW_QUALITY_MAX:
  2590. break;
  2591. }
  2592. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2593. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2594. }
  2595. _update_shader_quality_settings();
  2596. }
  2597. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  2598. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2599. if (directional_shadow_quality != p_quality) {
  2600. directional_shadow_quality = p_quality;
  2601. switch (directional_shadow_quality) {
  2602. case RS::SHADOW_QUALITY_HARD: {
  2603. directional_penumbra_shadow_samples = 4;
  2604. directional_soft_shadow_samples = 0;
  2605. directional_shadow_quality_radius = 1.0;
  2606. } break;
  2607. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2608. directional_penumbra_shadow_samples = 4;
  2609. directional_soft_shadow_samples = 1;
  2610. directional_shadow_quality_radius = 1.5;
  2611. } break;
  2612. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2613. directional_penumbra_shadow_samples = 8;
  2614. directional_soft_shadow_samples = 4;
  2615. directional_shadow_quality_radius = 2.0;
  2616. } break;
  2617. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2618. directional_penumbra_shadow_samples = 12;
  2619. directional_soft_shadow_samples = 8;
  2620. directional_shadow_quality_radius = 2.0;
  2621. } break;
  2622. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2623. directional_penumbra_shadow_samples = 24;
  2624. directional_soft_shadow_samples = 16;
  2625. directional_shadow_quality_radius = 3.0;
  2626. } break;
  2627. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2628. directional_penumbra_shadow_samples = 32;
  2629. directional_soft_shadow_samples = 32;
  2630. directional_shadow_quality_radius = 4.0;
  2631. } break;
  2632. case RS::SHADOW_QUALITY_MAX:
  2633. break;
  2634. }
  2635. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2636. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2637. }
  2638. _update_shader_quality_settings();
  2639. }
  2640. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2641. if (decals_filter == p_filter) {
  2642. return;
  2643. }
  2644. decals_filter = p_filter;
  2645. _update_shader_quality_settings();
  2646. }
  2647. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2648. if (light_projectors_filter == p_filter) {
  2649. return;
  2650. }
  2651. light_projectors_filter = p_filter;
  2652. _update_shader_quality_settings();
  2653. }
  2654. int RendererSceneRenderRD::get_roughness_layers() const {
  2655. return sky.roughness_layers;
  2656. }
  2657. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2658. return sky.sky_use_cubemap_array;
  2659. }
  2660. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2661. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2662. ERR_FAIL_COND_V(!rb, nullptr);
  2663. return rb->data;
  2664. }
  2665. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2666. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2667. cluster.reflection_count = 0;
  2668. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2669. if (cluster.reflection_count == cluster.max_reflections) {
  2670. break;
  2671. }
  2672. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2673. if (!rpi) {
  2674. continue;
  2675. }
  2676. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2677. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2678. cluster.reflection_count++;
  2679. }
  2680. if (cluster.reflection_count > 0) {
  2681. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2682. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2683. }
  2684. bool using_forward_ids = _uses_forward_ids();
  2685. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2686. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2687. if (using_forward_ids) {
  2688. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2689. }
  2690. RID base_probe = rpi->probe;
  2691. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2692. Vector3 extents = light_storage->reflection_probe_get_extents(base_probe);
  2693. rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2694. reflection_ubo.box_extents[0] = extents.x;
  2695. reflection_ubo.box_extents[1] = extents.y;
  2696. reflection_ubo.box_extents[2] = extents.z;
  2697. reflection_ubo.index = rpi->atlas_index;
  2698. Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe);
  2699. reflection_ubo.box_offset[0] = origin_offset.x;
  2700. reflection_ubo.box_offset[1] = origin_offset.y;
  2701. reflection_ubo.box_offset[2] = origin_offset.z;
  2702. reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2703. reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe);
  2704. reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe);
  2705. reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
  2706. reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
  2707. Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
  2708. float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
  2709. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2710. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2711. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2712. Transform3D transform = rpi->transform;
  2713. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2714. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  2715. if (current_cluster_builder != nullptr) {
  2716. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2717. }
  2718. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2719. }
  2720. if (cluster.reflection_count) {
  2721. 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);
  2722. }
  2723. }
  2724. 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) {
  2725. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2726. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2727. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2728. r_directional_light_count = 0;
  2729. r_positional_light_count = 0;
  2730. Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2731. cluster.omni_light_count = 0;
  2732. cluster.spot_light_count = 0;
  2733. r_directional_light_soft_shadows = false;
  2734. for (int i = 0; i < (int)p_lights.size(); i++) {
  2735. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2736. if (!li) {
  2737. continue;
  2738. }
  2739. RID base = li->light;
  2740. ERR_CONTINUE(base.is_null());
  2741. RS::LightType type = light_storage->light_get_type(base);
  2742. switch (type) {
  2743. case RS::LIGHT_DIRECTIONAL: {
  2744. if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
  2745. continue;
  2746. }
  2747. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2748. Transform3D light_transform = li->transform;
  2749. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2750. light_data.direction[0] = direction.x;
  2751. light_data.direction[1] = direction.y;
  2752. light_data.direction[2] = direction.z;
  2753. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2754. light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2755. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2756. light_data.color[0] = linear_col.r;
  2757. light_data.color[1] = linear_col.g;
  2758. light_data.color[2] = linear_col.b;
  2759. light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2760. light_data.mask = light_storage->light_get_cull_mask(base);
  2761. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2762. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2763. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2764. WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
  2765. }
  2766. light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base);
  2767. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2768. if (angular_diameter > 0.0) {
  2769. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2770. // technically this will keep expanding until reaching the sun, but all we care
  2771. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2772. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2773. if (light_storage->light_has_shadow(base)) {
  2774. r_directional_light_soft_shadows = true;
  2775. }
  2776. } else {
  2777. angular_diameter = 0.0;
  2778. }
  2779. if (light_data.shadow_enabled) {
  2780. RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
  2781. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2782. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
  2783. for (int j = 0; j < 4; j++) {
  2784. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2785. CameraMatrix matrix = li->shadow_transform[j].camera;
  2786. float split = li->shadow_transform[MIN(limit, j)].split;
  2787. CameraMatrix bias;
  2788. bias.set_light_bias();
  2789. CameraMatrix rectm;
  2790. rectm.set_light_atlas_rect(atlas_rect);
  2791. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2792. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2793. light_data.shadow_split_offsets[j] = split;
  2794. float bias_scale = li->shadow_transform[j].bias_scale;
  2795. light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2796. 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;
  2797. light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
  2798. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2799. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2800. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2801. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2802. uv_scale *= atlas_rect.size; //adapt to atlas size
  2803. switch (j) {
  2804. case 0: {
  2805. light_data.uv_scale1[0] = uv_scale.x;
  2806. light_data.uv_scale1[1] = uv_scale.y;
  2807. } break;
  2808. case 1: {
  2809. light_data.uv_scale2[0] = uv_scale.x;
  2810. light_data.uv_scale2[1] = uv_scale.y;
  2811. } break;
  2812. case 2: {
  2813. light_data.uv_scale3[0] = uv_scale.x;
  2814. light_data.uv_scale3[1] = uv_scale.y;
  2815. } break;
  2816. case 3: {
  2817. light_data.uv_scale4[0] = uv_scale.x;
  2818. light_data.uv_scale4[1] = uv_scale.y;
  2819. } break;
  2820. }
  2821. }
  2822. float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2823. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2824. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2825. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2826. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2827. light_data.softshadow_angle = angular_diameter;
  2828. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2829. if (angular_diameter <= 0.0) {
  2830. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2831. }
  2832. }
  2833. r_directional_light_count++;
  2834. } break;
  2835. case RS::LIGHT_OMNI: {
  2836. if (cluster.omni_light_count >= cluster.max_lights) {
  2837. continue;
  2838. }
  2839. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2840. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2841. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2842. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2843. if (distance > fade_begin) {
  2844. if (distance > fade_begin + fade_length) {
  2845. // Out of range, don't draw this light to improve performance.
  2846. continue;
  2847. }
  2848. }
  2849. }
  2850. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2851. cluster.omni_light_sort[cluster.omni_light_count].depth = distance;
  2852. cluster.omni_light_count++;
  2853. } break;
  2854. case RS::LIGHT_SPOT: {
  2855. if (cluster.spot_light_count >= cluster.max_lights) {
  2856. continue;
  2857. }
  2858. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2859. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2860. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2861. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2862. if (distance > fade_begin) {
  2863. if (distance > fade_begin + fade_length) {
  2864. // Out of range, don't draw this light to improve performance.
  2865. continue;
  2866. }
  2867. }
  2868. }
  2869. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2870. cluster.spot_light_sort[cluster.spot_light_count].depth = distance;
  2871. cluster.spot_light_count++;
  2872. } break;
  2873. }
  2874. li->last_pass = RSG::rasterizer->get_frame_number();
  2875. }
  2876. if (cluster.omni_light_count) {
  2877. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2878. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2879. }
  2880. if (cluster.spot_light_count) {
  2881. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2882. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2883. }
  2884. ShadowAtlas *shadow_atlas = nullptr;
  2885. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2886. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2887. }
  2888. bool using_forward_ids = _uses_forward_ids();
  2889. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2890. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2891. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2892. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2893. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2894. RID base = li->light;
  2895. if (using_forward_ids) {
  2896. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2897. }
  2898. Transform3D light_transform = li->transform;
  2899. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2900. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2901. light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2902. // Reuse fade begin, fade length and distance for shadow LOD determination later.
  2903. float fade_begin = 0.0;
  2904. float fade_length = 0.0;
  2905. real_t distance = 0.0;
  2906. float fade = 1.0;
  2907. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2908. fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2909. fade_length = light_storage->light_get_distance_fade_length(li->light);
  2910. distance = camera_plane.distance_to(li->transform.origin);
  2911. if (distance > fade_begin) {
  2912. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2913. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2914. }
  2915. }
  2916. float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
  2917. light_data.color[0] = linear_col.r * energy;
  2918. light_data.color[1] = linear_col.g * energy;
  2919. light_data.color[2] = linear_col.b * energy;
  2920. light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2921. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2922. float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2923. light_data.inv_radius = 1.0 / radius;
  2924. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2925. light_data.position[0] = pos.x;
  2926. light_data.position[1] = pos.y;
  2927. light_data.position[2] = pos.z;
  2928. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2929. light_data.direction[0] = direction.x;
  2930. light_data.direction[1] = direction.y;
  2931. light_data.direction[2] = direction.z;
  2932. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2933. light_data.size = size;
  2934. light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2935. float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2936. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2937. light_data.mask = light_storage->light_get_cull_mask(base);
  2938. light_data.atlas_rect[0] = 0;
  2939. light_data.atlas_rect[1] = 0;
  2940. light_data.atlas_rect[2] = 0;
  2941. light_data.atlas_rect[3] = 0;
  2942. RID projector = light_storage->light_get_projector(base);
  2943. if (projector.is_valid()) {
  2944. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
  2945. if (type == RS::LIGHT_SPOT) {
  2946. light_data.projector_rect[0] = rect.position.x;
  2947. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2948. light_data.projector_rect[2] = rect.size.width;
  2949. light_data.projector_rect[3] = -rect.size.height;
  2950. } else {
  2951. light_data.projector_rect[0] = rect.position.x;
  2952. light_data.projector_rect[1] = rect.position.y;
  2953. light_data.projector_rect[2] = rect.size.width;
  2954. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2955. }
  2956. } else {
  2957. light_data.projector_rect[0] = 0;
  2958. light_data.projector_rect[1] = 0;
  2959. light_data.projector_rect[2] = 0;
  2960. light_data.projector_rect[3] = 0;
  2961. }
  2962. const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
  2963. bool in_shadow_range = true;
  2964. if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
  2965. if (distance > light_storage->light_get_distance_fade_shadow(li->light)) {
  2966. // Out of range, don't draw shadows to improve performance.
  2967. in_shadow_range = false;
  2968. }
  2969. }
  2970. if (needs_shadow && in_shadow_range) {
  2971. // fill in the shadow information
  2972. light_data.shadow_enabled = true;
  2973. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2974. light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2975. if (type == RS::LIGHT_SPOT) {
  2976. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2977. } else { //omni
  2978. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2979. }
  2980. light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base);
  2981. Vector2i omni_offset;
  2982. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2983. light_data.atlas_rect[0] = rect.position.x;
  2984. light_data.atlas_rect[1] = rect.position.y;
  2985. light_data.atlas_rect[2] = rect.size.width;
  2986. light_data.atlas_rect[3] = rect.size.height;
  2987. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2988. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2989. if (type == RS::LIGHT_OMNI) {
  2990. Transform3D proj = (inverse_transform * light_transform).inverse();
  2991. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  2992. if (size > 0.0) {
  2993. light_data.soft_shadow_size = size;
  2994. } else {
  2995. light_data.soft_shadow_size = 0.0;
  2996. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2997. }
  2998. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2999. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  3000. } else if (type == RS::LIGHT_SPOT) {
  3001. Transform3D modelview = (inverse_transform * light_transform).inverse();
  3002. CameraMatrix bias;
  3003. bias.set_light_bias();
  3004. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  3005. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  3006. if (size > 0.0) {
  3007. CameraMatrix cm = li->shadow_transform[0].camera;
  3008. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  3009. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  3010. } else {
  3011. light_data.soft_shadow_size = 0.0;
  3012. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  3013. }
  3014. }
  3015. } else {
  3016. light_data.shadow_enabled = false;
  3017. }
  3018. li->cull_mask = light_storage->light_get_cull_mask(base);
  3019. if (current_cluster_builder != nullptr) {
  3020. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  3021. }
  3022. r_positional_light_count++;
  3023. }
  3024. //update without barriers
  3025. if (cluster.omni_light_count) {
  3026. 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);
  3027. }
  3028. if (cluster.spot_light_count) {
  3029. 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);
  3030. }
  3031. if (r_directional_light_count) {
  3032. 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);
  3033. }
  3034. }
  3035. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  3036. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3037. Transform3D uv_xform;
  3038. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  3039. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  3040. uint32_t decal_count = p_decals.size();
  3041. cluster.decal_count = 0;
  3042. for (uint32_t i = 0; i < decal_count; i++) {
  3043. if (cluster.decal_count == cluster.max_decals) {
  3044. break;
  3045. }
  3046. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  3047. if (!di) {
  3048. continue;
  3049. }
  3050. RID decal = di->decal;
  3051. Transform3D xform = di->transform;
  3052. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  3053. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  3054. float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  3055. float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  3056. if (distance > fade_begin) {
  3057. if (distance > fade_begin + fade_length) {
  3058. continue; // do not use this decal, its invisible
  3059. }
  3060. }
  3061. }
  3062. cluster.decal_sort[cluster.decal_count].instance = di;
  3063. cluster.decal_sort[cluster.decal_count].depth = distance;
  3064. cluster.decal_count++;
  3065. }
  3066. if (cluster.decal_count > 0) {
  3067. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  3068. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  3069. }
  3070. bool using_forward_ids = _uses_forward_ids();
  3071. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  3072. DecalInstance *di = cluster.decal_sort[i].instance;
  3073. RID decal = di->decal;
  3074. if (using_forward_ids) {
  3075. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  3076. }
  3077. di->cull_mask = texture_storage->decal_get_cull_mask(decal);
  3078. Transform3D xform = di->transform;
  3079. float fade = 1.0;
  3080. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  3081. const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  3082. const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  3083. const float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  3084. if (distance > fade_begin) {
  3085. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  3086. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  3087. }
  3088. }
  3089. Cluster::DecalData &dd = cluster.decals[i];
  3090. Vector3 decal_extents = texture_storage->decal_get_extents(decal);
  3091. Transform3D scale_xform;
  3092. scale_xform.basis.scale(decal_extents);
  3093. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  3094. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  3095. Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
  3096. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  3097. dd.normal[0] = normal.x;
  3098. dd.normal[1] = normal.y;
  3099. dd.normal[2] = normal.z;
  3100. dd.normal_fade = texture_storage->decal_get_normal_fade(decal);
  3101. RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  3102. RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  3103. if (albedo_tex.is_valid()) {
  3104. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex);
  3105. dd.albedo_rect[0] = rect.position.x;
  3106. dd.albedo_rect[1] = rect.position.y;
  3107. dd.albedo_rect[2] = rect.size.x;
  3108. dd.albedo_rect[3] = rect.size.y;
  3109. } else {
  3110. if (!emission_tex.is_valid()) {
  3111. continue; //no albedo, no emission, no decal.
  3112. }
  3113. dd.albedo_rect[0] = 0;
  3114. dd.albedo_rect[1] = 0;
  3115. dd.albedo_rect[2] = 0;
  3116. dd.albedo_rect[3] = 0;
  3117. }
  3118. RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  3119. if (normal_tex.is_valid()) {
  3120. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex);
  3121. dd.normal_rect[0] = rect.position.x;
  3122. dd.normal_rect[1] = rect.position.y;
  3123. dd.normal_rect[2] = rect.size.x;
  3124. dd.normal_rect[3] = rect.size.y;
  3125. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  3126. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  3127. } else {
  3128. dd.normal_rect[0] = 0;
  3129. dd.normal_rect[1] = 0;
  3130. dd.normal_rect[2] = 0;
  3131. dd.normal_rect[3] = 0;
  3132. }
  3133. RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  3134. if (orm_tex.is_valid()) {
  3135. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex);
  3136. dd.orm_rect[0] = rect.position.x;
  3137. dd.orm_rect[1] = rect.position.y;
  3138. dd.orm_rect[2] = rect.size.x;
  3139. dd.orm_rect[3] = rect.size.y;
  3140. } else {
  3141. dd.orm_rect[0] = 0;
  3142. dd.orm_rect[1] = 0;
  3143. dd.orm_rect[2] = 0;
  3144. dd.orm_rect[3] = 0;
  3145. }
  3146. if (emission_tex.is_valid()) {
  3147. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex);
  3148. dd.emission_rect[0] = rect.position.x;
  3149. dd.emission_rect[1] = rect.position.y;
  3150. dd.emission_rect[2] = rect.size.x;
  3151. dd.emission_rect[3] = rect.size.y;
  3152. } else {
  3153. dd.emission_rect[0] = 0;
  3154. dd.emission_rect[1] = 0;
  3155. dd.emission_rect[2] = 0;
  3156. dd.emission_rect[3] = 0;
  3157. }
  3158. Color modulate = texture_storage->decal_get_modulate(decal);
  3159. dd.modulate[0] = modulate.r;
  3160. dd.modulate[1] = modulate.g;
  3161. dd.modulate[2] = modulate.b;
  3162. dd.modulate[3] = modulate.a * fade;
  3163. dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade;
  3164. dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal);
  3165. dd.mask = texture_storage->decal_get_cull_mask(decal);
  3166. dd.upper_fade = texture_storage->decal_get_upper_fade(decal);
  3167. dd.lower_fade = texture_storage->decal_get_lower_fade(decal);
  3168. if (current_cluster_builder != nullptr) {
  3169. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  3170. }
  3171. }
  3172. if (cluster.decal_count > 0) {
  3173. 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);
  3174. }
  3175. }
  3176. ////////////////////////////////////////////////////////////////////////////////
  3177. // FOG SHADER
  3178. void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
  3179. //compile
  3180. code = p_code;
  3181. valid = false;
  3182. ubo_size = 0;
  3183. uniforms.clear();
  3184. if (code.is_empty()) {
  3185. return; //just invalid, but no error
  3186. }
  3187. ShaderCompiler::GeneratedCode gen_code;
  3188. ShaderCompiler::IdentifierActions actions;
  3189. actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
  3190. uses_time = false;
  3191. actions.usage_flag_pointers["TIME"] = &uses_time;
  3192. actions.uniforms = &uniforms;
  3193. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3194. Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
  3195. ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
  3196. if (version.is_null()) {
  3197. version = scene_singleton->volumetric_fog.shader.version_create();
  3198. }
  3199. scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
  3200. ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
  3201. ubo_size = gen_code.uniform_total_size;
  3202. ubo_offsets = gen_code.uniform_offsets;
  3203. texture_uniforms = gen_code.texture_uniforms;
  3204. pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
  3205. valid = true;
  3206. }
  3207. void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  3208. if (!p_texture.is_valid()) {
  3209. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  3210. default_texture_params[p_name].erase(p_index);
  3211. if (default_texture_params[p_name].is_empty()) {
  3212. default_texture_params.erase(p_name);
  3213. }
  3214. }
  3215. } else {
  3216. if (!default_texture_params.has(p_name)) {
  3217. default_texture_params[p_name] = HashMap<int, RID>();
  3218. }
  3219. default_texture_params[p_name][p_index] = p_texture;
  3220. }
  3221. }
  3222. void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  3223. RBMap<int, StringName> order;
  3224. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  3225. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3226. continue;
  3227. }
  3228. if (E.value.texture_order >= 0) {
  3229. order[E.value.texture_order + 100000] = E.key;
  3230. } else {
  3231. order[E.value.order] = E.key;
  3232. }
  3233. }
  3234. for (const KeyValue<int, StringName> &E : order) {
  3235. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  3236. pi.name = E.value;
  3237. p_param_list->push_back(pi);
  3238. }
  3239. }
  3240. void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  3241. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  3242. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3243. continue;
  3244. }
  3245. RendererMaterialStorage::InstanceShaderParam p;
  3246. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  3247. p.info.name = E.key; //supply name
  3248. p.index = E.value.instance_index;
  3249. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  3250. p_param_list->push_back(p);
  3251. }
  3252. }
  3253. bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
  3254. if (!uniforms.has(p_param)) {
  3255. return false;
  3256. }
  3257. return uniforms[p_param].texture_order >= 0;
  3258. }
  3259. bool RendererSceneRenderRD::FogShaderData::is_animated() const {
  3260. return false;
  3261. }
  3262. bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
  3263. return false;
  3264. }
  3265. Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
  3266. if (uniforms.has(p_parameter)) {
  3267. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  3268. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  3269. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  3270. }
  3271. return Variant();
  3272. }
  3273. RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
  3274. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3275. return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
  3276. }
  3277. RendererSceneRenderRD::FogShaderData::~FogShaderData() {
  3278. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3279. ERR_FAIL_COND(!scene_singleton);
  3280. //pipeline variants will clear themselves if shader is gone
  3281. if (version.is_valid()) {
  3282. scene_singleton->volumetric_fog.shader.version_free(version);
  3283. }
  3284. }
  3285. ////////////////////////////////////////////////////////////////////////////////
  3286. // Fog material
  3287. bool RendererSceneRenderRD::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  3288. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3289. uniform_set_updated = true;
  3290. return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3291. }
  3292. RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
  3293. free_parameters_uniform_set(uniform_set);
  3294. }
  3295. RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
  3296. FogShaderData *shader_data = memnew(FogShaderData);
  3297. return shader_data;
  3298. }
  3299. RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
  3300. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
  3301. };
  3302. RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
  3303. FogMaterialData *material_data = memnew(FogMaterialData);
  3304. material_data->shader_data = p_shader;
  3305. //update will happen later anyway so do nothing.
  3306. return material_data;
  3307. }
  3308. RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
  3309. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
  3310. };
  3311. ////////////////////////////////////////////////////////////////////////////////
  3312. // Volumetric Fog
  3313. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  3314. ERR_FAIL_COND(!rb->volumetric_fog);
  3315. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  3316. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  3317. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  3318. RD::get_singleton()->free(rb->volumetric_fog->density_map);
  3319. RD::get_singleton()->free(rb->volumetric_fog->light_map);
  3320. RD::get_singleton()->free(rb->volumetric_fog->emissive_map);
  3321. if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3322. RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
  3323. }
  3324. if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3325. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
  3326. }
  3327. if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
  3328. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
  3329. }
  3330. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3331. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  3332. }
  3333. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  3334. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  3335. }
  3336. memdelete(rb->volumetric_fog);
  3337. rb->volumetric_fog = nullptr;
  3338. }
  3339. Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
  3340. Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
  3341. view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
  3342. Vector3 fog_position = Vector3(0, 0, 0);
  3343. view_position.y = -view_position.y;
  3344. fog_position.z = -view_position.z / fog_end;
  3345. fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
  3346. fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
  3347. fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
  3348. fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
  3349. fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
  3350. fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
  3351. fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
  3352. return Vector3i(fog_position);
  3353. }
  3354. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
  3355. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3356. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  3357. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  3358. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  3359. ERR_FAIL_COND(!rb);
  3360. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  3361. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  3362. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  3363. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  3364. if (rb->volumetric_fog) {
  3365. //validate
  3366. 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) {
  3367. _volumetric_fog_erase(rb);
  3368. }
  3369. }
  3370. if (!env || !env->volumetric_fog_enabled) {
  3371. //no reason to enable or update, bye
  3372. return;
  3373. }
  3374. RENDER_TIMESTAMP("> Volumetric Fog");
  3375. RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
  3376. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  3377. //required volumetric fog but not existing, create
  3378. rb->volumetric_fog = memnew(VolumetricFog);
  3379. rb->volumetric_fog->width = target_width;
  3380. rb->volumetric_fog->height = target_height;
  3381. rb->volumetric_fog->depth = volumetric_fog_depth;
  3382. RD::TextureFormat tf;
  3383. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3384. tf.width = target_width;
  3385. tf.height = target_height;
  3386. tf.depth = volumetric_fog_depth;
  3387. tf.texture_type = RD::TEXTURE_TYPE_3D;
  3388. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3389. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3390. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
  3391. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3392. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3393. RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
  3394. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3395. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  3396. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3397. RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
  3398. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3399. Vector<uint8_t> dm;
  3400. dm.resize(target_width * target_height * volumetric_fog_depth * 4);
  3401. dm.fill(0);
  3402. rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3403. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3404. rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3405. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3406. rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3407. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3408. #else
  3409. tf.format = RD::DATA_FORMAT_R32_UINT;
  3410. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3411. rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3412. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3413. RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3414. rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3415. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3416. RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3417. rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3418. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3419. RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3420. #endif
  3421. Vector<RD::Uniform> uniforms;
  3422. {
  3423. RD::Uniform u;
  3424. u.binding = 0;
  3425. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3426. u.append_id(rb->volumetric_fog->fog_map);
  3427. uniforms.push_back(u);
  3428. }
  3429. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  3430. }
  3431. if (p_fog_volumes.size() > 0) {
  3432. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
  3433. RENDER_TIMESTAMP("Render FogVolumes");
  3434. VolumetricFogShader::VolumeUBO params;
  3435. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3436. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3437. float z_near = p_cam_projection.get_z_near();
  3438. float z_far = p_cam_projection.get_z_far();
  3439. float fog_end = env->volumetric_fog_length;
  3440. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3441. Vector2 fog_near_size;
  3442. if (p_cam_projection.is_orthogonal()) {
  3443. fog_near_size = fog_far_size;
  3444. } else {
  3445. fog_near_size = Vector2();
  3446. }
  3447. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3448. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3449. params.fog_frustum_size_end[0] = fog_far_size.x;
  3450. params.fog_frustum_size_end[1] = fog_far_size.y;
  3451. params.fog_frustum_end = fog_end;
  3452. params.z_near = z_near;
  3453. params.z_far = z_far;
  3454. params.time = time;
  3455. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3456. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3457. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3458. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3459. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3460. params.detail_spread = env->volumetric_fog_detail_spread;
  3461. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3462. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3463. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3464. storage->store_transform(p_cam_transform, params.transform);
  3465. RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3466. if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3467. Vector<RD::Uniform> uniforms;
  3468. {
  3469. RD::Uniform u;
  3470. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3471. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3472. #else
  3473. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3474. #endif
  3475. u.binding = 1;
  3476. u.append_id(rb->volumetric_fog->emissive_map);
  3477. uniforms.push_back(u);
  3478. }
  3479. {
  3480. RD::Uniform u;
  3481. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3482. u.binding = 2;
  3483. u.append_id(volumetric_fog.volume_ubo);
  3484. uniforms.push_back(u);
  3485. }
  3486. {
  3487. RD::Uniform u;
  3488. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3489. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3490. #else
  3491. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3492. #endif
  3493. u.binding = 3;
  3494. u.append_id(rb->volumetric_fog->density_map);
  3495. uniforms.push_back(u);
  3496. }
  3497. {
  3498. RD::Uniform u;
  3499. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3500. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3501. #else
  3502. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3503. #endif
  3504. u.binding = 4;
  3505. u.append_id(rb->volumetric_fog->light_map);
  3506. uniforms.push_back(u);
  3507. }
  3508. rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3509. }
  3510. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3511. bool any_uses_time = false;
  3512. for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
  3513. FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
  3514. ERR_FAIL_COND(!fog_volume_instance);
  3515. RID fog_volume = fog_volume_instance->volume;
  3516. RID fog_material = storage->fog_volume_get_material(fog_volume);
  3517. FogMaterialData *material = nullptr;
  3518. if (fog_material.is_valid()) {
  3519. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
  3520. if (!material || !material->shader_data->valid) {
  3521. material = nullptr;
  3522. }
  3523. }
  3524. if (!material) {
  3525. fog_material = volumetric_fog.default_material;
  3526. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
  3527. }
  3528. ERR_FAIL_COND(!material);
  3529. FogShaderData *shader_data = material->shader_data;
  3530. ERR_FAIL_COND(!shader_data);
  3531. any_uses_time |= shader_data->uses_time;
  3532. Vector3i min = Vector3i();
  3533. Vector3i max = Vector3i();
  3534. Vector3i kernel_size = Vector3i();
  3535. Vector3 position = fog_volume_instance->transform.get_origin();
  3536. RS::FogVolumeShape volume_type = storage->fog_volume_get_shape(fog_volume);
  3537. Vector3 extents = storage->fog_volume_get_extents(fog_volume);
  3538. if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
  3539. // Local fog volume.
  3540. Vector3i points[8];
  3541. points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3542. points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3543. points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3544. points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3545. points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3546. points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3547. points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3548. points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3549. min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
  3550. max = Vector3i(1, 1, 1);
  3551. for (int j = 0; j < 8; j++) {
  3552. min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
  3553. max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
  3554. }
  3555. kernel_size = max - min;
  3556. } else {
  3557. // Volume type global runs on all cells
  3558. extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3559. min = Vector3i(0, 0, 0);
  3560. kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
  3561. }
  3562. if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
  3563. continue;
  3564. }
  3565. volumetric_fog.push_constant.position[0] = position.x;
  3566. volumetric_fog.push_constant.position[1] = position.y;
  3567. volumetric_fog.push_constant.position[2] = position.z;
  3568. volumetric_fog.push_constant.extents[0] = extents.x;
  3569. volumetric_fog.push_constant.extents[1] = extents.y;
  3570. volumetric_fog.push_constant.extents[2] = extents.z;
  3571. volumetric_fog.push_constant.corner[0] = min.x;
  3572. volumetric_fog.push_constant.corner[1] = min.y;
  3573. volumetric_fog.push_constant.corner[2] = min.z;
  3574. volumetric_fog.push_constant.shape = uint32_t(storage->fog_volume_get_shape(fog_volume));
  3575. storage->store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
  3576. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
  3577. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3578. RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
  3579. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
  3580. if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
  3581. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3582. }
  3583. RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
  3584. }
  3585. if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
  3586. RenderingServerDefault::redraw_request();
  3587. }
  3588. RD::get_singleton()->draw_command_end_label();
  3589. RD::get_singleton()->compute_list_end();
  3590. }
  3591. if (rb->volumetric_fog->process_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3592. //re create uniform set if needed
  3593. Vector<RD::Uniform> uniforms;
  3594. Vector<RD::Uniform> copy_uniforms;
  3595. {
  3596. RD::Uniform u;
  3597. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3598. u.binding = 1;
  3599. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3600. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  3601. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
  3602. } else {
  3603. u.append_id(shadow_atlas->depth);
  3604. }
  3605. uniforms.push_back(u);
  3606. copy_uniforms.push_back(u);
  3607. }
  3608. {
  3609. RD::Uniform u;
  3610. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3611. u.binding = 2;
  3612. if (directional_shadow.depth.is_valid()) {
  3613. u.append_id(directional_shadow.depth);
  3614. } else {
  3615. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
  3616. }
  3617. uniforms.push_back(u);
  3618. copy_uniforms.push_back(u);
  3619. }
  3620. {
  3621. RD::Uniform u;
  3622. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3623. u.binding = 3;
  3624. u.append_id(get_omni_light_buffer());
  3625. uniforms.push_back(u);
  3626. copy_uniforms.push_back(u);
  3627. }
  3628. {
  3629. RD::Uniform u;
  3630. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3631. u.binding = 4;
  3632. u.append_id(get_spot_light_buffer());
  3633. uniforms.push_back(u);
  3634. copy_uniforms.push_back(u);
  3635. }
  3636. {
  3637. RD::Uniform u;
  3638. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3639. u.binding = 5;
  3640. u.append_id(get_directional_light_buffer());
  3641. uniforms.push_back(u);
  3642. copy_uniforms.push_back(u);
  3643. }
  3644. {
  3645. RD::Uniform u;
  3646. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3647. u.binding = 6;
  3648. u.append_id(rb->cluster_builder->get_cluster_buffer());
  3649. uniforms.push_back(u);
  3650. copy_uniforms.push_back(u);
  3651. }
  3652. {
  3653. RD::Uniform u;
  3654. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3655. u.binding = 7;
  3656. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3657. uniforms.push_back(u);
  3658. copy_uniforms.push_back(u);
  3659. }
  3660. {
  3661. RD::Uniform u;
  3662. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3663. u.binding = 8;
  3664. u.append_id(rb->volumetric_fog->light_density_map);
  3665. uniforms.push_back(u);
  3666. copy_uniforms.push_back(u);
  3667. }
  3668. {
  3669. RD::Uniform u;
  3670. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3671. u.binding = 9;
  3672. u.append_id(rb->volumetric_fog->fog_map);
  3673. uniforms.push_back(u);
  3674. }
  3675. {
  3676. RD::Uniform u;
  3677. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3678. u.binding = 9;
  3679. u.append_id(rb->volumetric_fog->prev_light_density_map);
  3680. copy_uniforms.push_back(u);
  3681. }
  3682. {
  3683. RD::Uniform u;
  3684. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3685. u.binding = 10;
  3686. u.append_id(shadow_sampler);
  3687. uniforms.push_back(u);
  3688. copy_uniforms.push_back(u);
  3689. }
  3690. {
  3691. RD::Uniform u;
  3692. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3693. u.binding = 11;
  3694. u.append_id(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  3695. uniforms.push_back(u);
  3696. copy_uniforms.push_back(u);
  3697. }
  3698. {
  3699. RD::Uniform u;
  3700. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3701. u.binding = 12;
  3702. for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
  3703. u.append_id(rb->gi.voxel_gi_textures[i]);
  3704. }
  3705. uniforms.push_back(u);
  3706. copy_uniforms.push_back(u);
  3707. }
  3708. {
  3709. RD::Uniform u;
  3710. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3711. u.binding = 13;
  3712. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3713. uniforms.push_back(u);
  3714. copy_uniforms.push_back(u);
  3715. }
  3716. {
  3717. RD::Uniform u;
  3718. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3719. u.binding = 14;
  3720. u.append_id(volumetric_fog.params_ubo);
  3721. uniforms.push_back(u);
  3722. copy_uniforms.push_back(u);
  3723. }
  3724. {
  3725. RD::Uniform u;
  3726. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3727. u.binding = 15;
  3728. u.append_id(rb->volumetric_fog->prev_light_density_map);
  3729. uniforms.push_back(u);
  3730. }
  3731. {
  3732. RD::Uniform u;
  3733. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3734. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3735. #else
  3736. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3737. #endif
  3738. u.binding = 16;
  3739. u.append_id(rb->volumetric_fog->density_map);
  3740. uniforms.push_back(u);
  3741. }
  3742. {
  3743. RD::Uniform u;
  3744. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3745. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3746. #else
  3747. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3748. #endif
  3749. u.binding = 17;
  3750. u.append_id(rb->volumetric_fog->light_map);
  3751. uniforms.push_back(u);
  3752. }
  3753. {
  3754. RD::Uniform u;
  3755. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3756. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3757. #else
  3758. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3759. #endif
  3760. u.binding = 18;
  3761. u.append_id(rb->volumetric_fog->emissive_map);
  3762. uniforms.push_back(u);
  3763. }
  3764. {
  3765. RD::Uniform u;
  3766. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3767. u.binding = 19;
  3768. RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  3769. RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
  3770. u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
  3771. uniforms.push_back(u);
  3772. }
  3773. rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
  3774. rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
  3775. RID aux7 = uniforms.write[7].get_id(0);
  3776. RID aux8 = uniforms.write[8].get_id(0);
  3777. uniforms.write[7].set_id(0, aux8);
  3778. uniforms.write[8].set_id(0, aux7);
  3779. rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, 0), 0);
  3780. }
  3781. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  3782. if (using_sdfgi) {
  3783. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3784. Vector<RD::Uniform> uniforms;
  3785. {
  3786. RD::Uniform u;
  3787. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3788. u.binding = 0;
  3789. u.append_id(gi.sdfgi_ubo);
  3790. uniforms.push_back(u);
  3791. }
  3792. {
  3793. RD::Uniform u;
  3794. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3795. u.binding = 1;
  3796. u.append_id(rb->sdfgi->ambient_texture);
  3797. uniforms.push_back(u);
  3798. }
  3799. {
  3800. RD::Uniform u;
  3801. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3802. u.binding = 2;
  3803. u.append_id(rb->sdfgi->occlusion_texture);
  3804. uniforms.push_back(u);
  3805. }
  3806. rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
  3807. }
  3808. }
  3809. rb->volumetric_fog->length = env->volumetric_fog_length;
  3810. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  3811. VolumetricFogShader::ParamsUBO params;
  3812. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3813. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3814. float z_near = p_cam_projection.get_z_near();
  3815. float z_far = p_cam_projection.get_z_far();
  3816. float fog_end = env->volumetric_fog_length;
  3817. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3818. Vector2 fog_near_size;
  3819. if (p_cam_projection.is_orthogonal()) {
  3820. fog_near_size = fog_far_size;
  3821. } else {
  3822. fog_near_size = Vector2();
  3823. }
  3824. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3825. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3826. params.fog_frustum_size_end[0] = fog_far_size.x;
  3827. params.fog_frustum_size_end[1] = fog_far_size.y;
  3828. params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
  3829. params.z_far = z_far;
  3830. params.fog_frustum_end = fog_end;
  3831. Color ambient_color = env->ambient_light.srgb_to_linear();
  3832. params.ambient_color[0] = ambient_color.r;
  3833. params.ambient_color[1] = ambient_color.g;
  3834. params.ambient_color[2] = ambient_color.b;
  3835. params.sky_contribution = env->ambient_sky_contribution;
  3836. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3837. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3838. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3839. params.directional_light_count = p_directional_light_count;
  3840. Color emission = env->volumetric_fog_emission.srgb_to_linear();
  3841. params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
  3842. params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
  3843. params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
  3844. params.base_density = env->volumetric_fog_density;
  3845. Color base_scattering = env->volumetric_fog_scattering.srgb_to_linear();
  3846. params.base_scattering[0] = base_scattering.r;
  3847. params.base_scattering[1] = base_scattering.g;
  3848. params.base_scattering[2] = base_scattering.b;
  3849. params.phase_g = env->volumetric_fog_anisotropy;
  3850. params.detail_spread = env->volumetric_fog_detail_spread;
  3851. params.gi_inject = env->volumetric_fog_gi_inject;
  3852. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  3853. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  3854. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  3855. params.cam_rotation[3] = 0;
  3856. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  3857. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  3858. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  3859. params.cam_rotation[7] = 0;
  3860. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  3861. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  3862. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  3863. params.cam_rotation[11] = 0;
  3864. params.filter_axis = 0;
  3865. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  3866. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3867. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3868. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3869. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3870. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3871. {
  3872. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  3873. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  3874. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  3875. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  3876. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  3877. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
  3878. params.cluster_width = cluster_screen_width;
  3879. params.screen_size[0] = rb->width;
  3880. params.screen_size[1] = rb->height;
  3881. }
  3882. Basis sky_transform = env->sky_orientation;
  3883. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  3884. RendererStorageRD::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
  3885. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  3886. RENDER_TIMESTAMP("Render Fog");
  3887. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3888. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3889. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
  3890. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3891. if (using_sdfgi) {
  3892. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3893. }
  3894. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3895. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3896. // Copy fog to history buffer
  3897. if (env->volumetric_fog_temporal_reprojection) {
  3898. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
  3899. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
  3900. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3901. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3902. }
  3903. RD::get_singleton()->draw_command_end_label();
  3904. if (volumetric_fog_filter_active) {
  3905. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  3906. RENDER_TIMESTAMP("Filter Fog");
  3907. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3908. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3909. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3910. RD::get_singleton()->compute_list_end();
  3911. //need restart for buffer update
  3912. params.filter_axis = 1;
  3913. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  3914. compute_list = RD::get_singleton()->compute_list_begin();
  3915. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3916. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
  3917. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3918. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3919. RD::get_singleton()->draw_command_end_label();
  3920. }
  3921. RENDER_TIMESTAMP("Integrate Fog");
  3922. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  3923. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
  3924. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3925. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  3926. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  3927. RENDER_TIMESTAMP("< Volumetric Fog");
  3928. RD::get_singleton()->draw_command_end_label();
  3929. RD::get_singleton()->draw_command_end_label();
  3930. rb->volumetric_fog->prev_cam_transform = p_cam_transform;
  3931. }
  3932. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3933. if (p_render_data->render_buffers.is_valid()) {
  3934. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3935. if (rb->sdfgi != nullptr) {
  3936. return true;
  3937. }
  3938. }
  3939. return false;
  3940. }
  3941. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3942. if (p_render_data->render_buffers.is_valid()) {
  3943. if (p_use_gi) {
  3944. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3945. ERR_FAIL_COND(rb == nullptr);
  3946. if (rb->sdfgi == nullptr) {
  3947. return;
  3948. }
  3949. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  3950. rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky));
  3951. }
  3952. }
  3953. }
  3954. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3955. if (p_render_data->render_buffers.is_valid()) {
  3956. if (p_use_gi) {
  3957. RD::get_singleton()->compute_list_end();
  3958. }
  3959. }
  3960. }
  3961. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
  3962. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  3963. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  3964. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  3965. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3966. ERR_FAIL_COND(rb == nullptr);
  3967. if (rb->sdfgi != nullptr) {
  3968. rb->sdfgi->store_probes();
  3969. }
  3970. }
  3971. render_state.cube_shadows.clear();
  3972. render_state.shadows.clear();
  3973. render_state.directional_shadows.clear();
  3974. Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  3975. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  3976. {
  3977. for (int i = 0; i < render_state.render_shadow_count; i++) {
  3978. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  3979. if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  3980. render_state.directional_shadows.push_back(i);
  3981. } 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) {
  3982. render_state.cube_shadows.push_back(i);
  3983. } else {
  3984. render_state.shadows.push_back(i);
  3985. }
  3986. }
  3987. //cube shadows are rendered in their own way
  3988. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  3989. _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);
  3990. }
  3991. if (render_state.directional_shadows.size()) {
  3992. //open the pass for directional shadows
  3993. _update_directional_shadow_atlas();
  3994. 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);
  3995. RD::get_singleton()->draw_list_end();
  3996. }
  3997. }
  3998. // Render GI
  3999. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  4000. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  4001. if (render_shadows && render_gi) {
  4002. RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
  4003. } else if (render_shadows) {
  4004. RENDER_TIMESTAMP("Render Shadows");
  4005. } else if (render_gi) {
  4006. RENDER_TIMESTAMP("Render GI");
  4007. }
  4008. //prepare shadow rendering
  4009. if (render_shadows) {
  4010. _render_shadow_begin();
  4011. //render directional shadows
  4012. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  4013. _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);
  4014. }
  4015. //render positional shadows
  4016. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  4017. _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);
  4018. }
  4019. _render_shadow_process();
  4020. }
  4021. //start GI
  4022. if (render_gi) {
  4023. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  4024. }
  4025. //Do shadow rendering (in parallel with GI)
  4026. if (render_shadows) {
  4027. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  4028. }
  4029. if (render_gi) {
  4030. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  4031. }
  4032. if (p_render_data->render_buffers.is_valid()) {
  4033. if (p_use_ssao || p_use_ssil) {
  4034. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  4035. ERR_FAIL_COND(!rb);
  4036. bool invalidate_uniform_set = false;
  4037. if (rb->ss_effects.linear_depth.is_null()) {
  4038. RD::TextureFormat tf;
  4039. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  4040. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  4041. tf.width = (rb->width + 1) / 2;
  4042. tf.height = (rb->height + 1) / 2;
  4043. tf.mipmaps = 5;
  4044. tf.array_layers = 4;
  4045. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4046. rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4047. RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
  4048. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  4049. 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);
  4050. rb->ss_effects.linear_depth_slices.push_back(slice);
  4051. RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
  4052. }
  4053. invalidate_uniform_set = true;
  4054. }
  4055. storage->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
  4056. }
  4057. if (p_use_ssao) {
  4058. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
  4059. }
  4060. if (p_use_ssil) {
  4061. _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection, p_render_data->cam_transform);
  4062. }
  4063. }
  4064. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  4065. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  4066. if (current_cluster_builder) {
  4067. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  4068. }
  4069. bool using_shadows = true;
  4070. if (p_render_data->reflection_probe.is_valid()) {
  4071. if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  4072. using_shadows = false;
  4073. }
  4074. } else {
  4075. //do not render reflections when rendering a reflection probe
  4076. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  4077. }
  4078. uint32_t directional_light_count = 0;
  4079. uint32_t positional_light_count = 0;
  4080. _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);
  4081. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  4082. p_render_data->directional_light_count = directional_light_count;
  4083. if (current_cluster_builder) {
  4084. current_cluster_builder->bake_cluster();
  4085. }
  4086. if (p_render_data->render_buffers.is_valid()) {
  4087. bool directional_shadows = false;
  4088. for (uint32_t i = 0; i < directional_light_count; i++) {
  4089. if (cluster.directional_lights[i].shadow_enabled) {
  4090. directional_shadows = true;
  4091. break;
  4092. }
  4093. }
  4094. if (is_volumetric_supported()) {
  4095. _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
  4096. }
  4097. }
  4098. }
  4099. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  4100. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  4101. // getting this here now so we can direct call a bunch of things more easily
  4102. RenderBuffers *rb = nullptr;
  4103. if (p_render_buffers.is_valid()) {
  4104. rb = render_buffers_owner.get_or_null(p_render_buffers);
  4105. ERR_FAIL_COND(!rb);
  4106. }
  4107. //assign render data
  4108. RenderDataRD render_data;
  4109. {
  4110. render_data.render_buffers = p_render_buffers;
  4111. // Our first camera is used by default
  4112. render_data.cam_transform = p_camera_data->main_transform;
  4113. render_data.cam_projection = p_camera_data->main_projection;
  4114. render_data.view_projection[0] = p_camera_data->main_projection;
  4115. render_data.cam_orthogonal = p_camera_data->is_orthogonal;
  4116. render_data.view_count = p_camera_data->view_count;
  4117. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  4118. render_data.view_projection[v] = p_camera_data->view_projection[v];
  4119. }
  4120. render_data.z_near = p_camera_data->main_projection.get_z_near();
  4121. render_data.z_far = p_camera_data->main_projection.get_z_far();
  4122. render_data.instances = &p_instances;
  4123. render_data.lights = &p_lights;
  4124. render_data.reflection_probes = &p_reflection_probes;
  4125. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  4126. render_data.decals = &p_decals;
  4127. render_data.lightmaps = &p_lightmaps;
  4128. render_data.fog_volumes = &p_fog_volumes;
  4129. render_data.environment = p_environment;
  4130. render_data.camera_effects = p_camera_effects;
  4131. render_data.shadow_atlas = p_shadow_atlas;
  4132. render_data.reflection_atlas = p_reflection_atlas;
  4133. render_data.reflection_probe = p_reflection_probe;
  4134. render_data.reflection_probe_pass = p_reflection_probe_pass;
  4135. // this should be the same for all cameras..
  4136. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  4137. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  4138. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  4139. render_data.screen_mesh_lod_threshold = 0.0;
  4140. } else {
  4141. render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  4142. }
  4143. render_state.render_shadows = p_render_shadows;
  4144. render_state.render_shadow_count = p_render_shadow_count;
  4145. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  4146. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  4147. render_state.sdfgi_update_data = p_sdfgi_update_data;
  4148. render_data.render_info = r_render_info;
  4149. }
  4150. PagedArray<RID> empty;
  4151. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  4152. render_data.lights = &empty;
  4153. render_data.reflection_probes = &empty;
  4154. render_data.voxel_gi_instances = &empty;
  4155. }
  4156. //sdfgi first
  4157. if (rb != nullptr && rb->sdfgi != nullptr) {
  4158. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  4159. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  4160. }
  4161. if (render_state.sdfgi_update_data->update_static) {
  4162. 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);
  4163. }
  4164. }
  4165. Color clear_color;
  4166. if (p_render_buffers.is_valid()) {
  4167. clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
  4168. } else {
  4169. clear_color = storage->get_default_clear_color();
  4170. }
  4171. //assign render indices to voxel_gi_instances
  4172. if (is_dynamic_gi_supported()) {
  4173. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  4174. RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  4175. if (voxel_gi_inst) {
  4176. voxel_gi_inst->render_index = i;
  4177. }
  4178. }
  4179. }
  4180. if (render_buffers_owner.owns(render_data.render_buffers)) {
  4181. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  4182. current_cluster_builder = rb->cluster_builder;
  4183. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  4184. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  4185. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  4186. if (!ra) {
  4187. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  4188. current_cluster_builder = nullptr;
  4189. } else {
  4190. current_cluster_builder = ra->cluster_builder;
  4191. }
  4192. } else {
  4193. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  4194. current_cluster_builder = nullptr;
  4195. }
  4196. render_state.voxel_gi_count = 0;
  4197. if (rb != nullptr && is_dynamic_gi_supported()) {
  4198. if (rb->sdfgi) {
  4199. rb->sdfgi->update_cascades();
  4200. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  4201. rb->sdfgi->update_light();
  4202. }
  4203. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  4204. }
  4205. render_state.depth_prepass_used = false;
  4206. //calls _pre_opaque_render between depth pre-pass and opaque pass
  4207. if (current_cluster_builder != nullptr) {
  4208. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  4209. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  4210. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  4211. }
  4212. _render_scene(&render_data, clear_color);
  4213. if (p_render_buffers.is_valid()) {
  4214. /*
  4215. _debug_draw_cluster(p_render_buffers);
  4216. _render_buffers_post_process_and_tonemap(&render_data);
  4217. */
  4218. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  4219. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  4220. rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
  4221. }
  4222. }
  4223. }
  4224. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  4225. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  4226. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  4227. 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) {
  4228. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  4229. switch (dd) {
  4230. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  4231. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  4232. break;
  4233. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  4234. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  4235. break;
  4236. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  4237. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  4238. break;
  4239. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  4240. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  4241. break;
  4242. default: {
  4243. }
  4244. }
  4245. current_cluster_builder->debug(elem_type);
  4246. }
  4247. }
  4248. }
  4249. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  4250. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  4251. ERR_FAIL_COND(!light_instance);
  4252. Rect2i atlas_rect;
  4253. uint32_t atlas_size;
  4254. RID atlas_fb;
  4255. bool using_dual_paraboloid = false;
  4256. bool using_dual_paraboloid_flip = false;
  4257. Vector2i dual_paraboloid_offset;
  4258. RID render_fb;
  4259. RID render_texture;
  4260. float zfar;
  4261. bool use_pancake = false;
  4262. bool render_cubemap = false;
  4263. bool finalize_cubemap = false;
  4264. bool flip_y = false;
  4265. CameraMatrix light_projection;
  4266. Transform3D light_transform;
  4267. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  4268. //set pssm stuff
  4269. if (light_instance->last_scene_shadow_pass != scene_pass) {
  4270. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  4271. directional_shadow.current_light++;
  4272. light_instance->last_scene_shadow_pass = scene_pass;
  4273. }
  4274. use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  4275. light_projection = light_instance->shadow_transform[p_pass].camera;
  4276. light_transform = light_instance->shadow_transform[p_pass].transform;
  4277. atlas_rect = light_instance->directional_rect;
  4278. if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  4279. atlas_rect.size.width /= 2;
  4280. atlas_rect.size.height /= 2;
  4281. if (p_pass == 1) {
  4282. atlas_rect.position.x += atlas_rect.size.width;
  4283. } else if (p_pass == 2) {
  4284. atlas_rect.position.y += atlas_rect.size.height;
  4285. } else if (p_pass == 3) {
  4286. atlas_rect.position += atlas_rect.size;
  4287. }
  4288. } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  4289. atlas_rect.size.height /= 2;
  4290. if (p_pass == 0) {
  4291. } else {
  4292. atlas_rect.position.y += atlas_rect.size.height;
  4293. }
  4294. }
  4295. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  4296. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  4297. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  4298. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4299. render_fb = directional_shadow.fb;
  4300. render_texture = RID();
  4301. flip_y = true;
  4302. } else {
  4303. //set from shadow atlas
  4304. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  4305. ERR_FAIL_COND(!shadow_atlas);
  4306. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  4307. _update_shadow_atlas(shadow_atlas);
  4308. uint32_t key = shadow_atlas->shadow_owners[p_light];
  4309. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4310. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4311. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  4312. uint32_t quadrant_size = shadow_atlas->size >> 1;
  4313. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  4314. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  4315. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  4316. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4317. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4318. atlas_rect.size.width = shadow_size;
  4319. atlas_rect.size.height = shadow_size;
  4320. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4321. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  4322. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  4323. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  4324. if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  4325. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  4326. render_fb = cubemap->side_fb[p_pass];
  4327. render_texture = cubemap->cubemap;
  4328. light_projection = light_instance->shadow_transform[p_pass].camera;
  4329. light_transform = light_instance->shadow_transform[p_pass].transform;
  4330. render_cubemap = true;
  4331. finalize_cubemap = p_pass == 5;
  4332. atlas_fb = shadow_atlas->fb;
  4333. atlas_size = shadow_atlas->size;
  4334. if (p_pass == 0) {
  4335. _render_shadow_begin();
  4336. }
  4337. } else {
  4338. atlas_rect.position.x += 1;
  4339. atlas_rect.position.y += 1;
  4340. atlas_rect.size.x -= 2;
  4341. atlas_rect.size.y -= 2;
  4342. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  4343. light_projection = light_instance->shadow_transform[0].camera;
  4344. light_transform = light_instance->shadow_transform[0].transform;
  4345. using_dual_paraboloid = true;
  4346. using_dual_paraboloid_flip = p_pass == 1;
  4347. render_fb = shadow_atlas->fb;
  4348. flip_y = true;
  4349. }
  4350. } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  4351. light_projection = light_instance->shadow_transform[0].camera;
  4352. light_transform = light_instance->shadow_transform[0].transform;
  4353. render_fb = shadow_atlas->fb;
  4354. flip_y = true;
  4355. }
  4356. }
  4357. if (render_cubemap) {
  4358. //rendering to cubemap
  4359. _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);
  4360. if (finalize_cubemap) {
  4361. _render_shadow_process();
  4362. _render_shadow_end();
  4363. //reblit
  4364. Rect2 atlas_rect_norm = atlas_rect;
  4365. atlas_rect_norm.position /= float(atlas_size);
  4366. atlas_rect_norm.size /= float(atlas_size);
  4367. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
  4368. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  4369. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
  4370. //restore transform so it can be properly used
  4371. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  4372. }
  4373. } else {
  4374. //render shadow
  4375. _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);
  4376. }
  4377. }
  4378. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  4379. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
  4380. }
  4381. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  4382. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  4383. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  4384. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  4385. CameraMatrix cm;
  4386. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  4387. Vector3 cam_pos = p_transform.origin;
  4388. cam_pos.y += extents.y;
  4389. Transform3D cam_xform;
  4390. 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());
  4391. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  4392. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  4393. }
  4394. bool RendererSceneRenderRD::free(RID p_rid) {
  4395. if (render_buffers_owner.owns(p_rid)) {
  4396. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  4397. _free_render_buffer_data(rb);
  4398. memdelete(rb->data);
  4399. if (rb->sdfgi) {
  4400. rb->sdfgi->erase();
  4401. memdelete(rb->sdfgi);
  4402. rb->sdfgi = nullptr;
  4403. }
  4404. if (rb->volumetric_fog) {
  4405. _volumetric_fog_erase(rb);
  4406. }
  4407. if (rb->cluster_builder) {
  4408. memdelete(rb->cluster_builder);
  4409. }
  4410. render_buffers_owner.free(p_rid);
  4411. } else if (environment_owner.owns(p_rid)) {
  4412. //not much to delete, just free it
  4413. environment_owner.free(p_rid);
  4414. } else if (camera_effects_owner.owns(p_rid)) {
  4415. //not much to delete, just free it
  4416. camera_effects_owner.free(p_rid);
  4417. } else if (reflection_atlas_owner.owns(p_rid)) {
  4418. reflection_atlas_set_size(p_rid, 0, 0);
  4419. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  4420. if (ra->cluster_builder) {
  4421. memdelete(ra->cluster_builder);
  4422. }
  4423. reflection_atlas_owner.free(p_rid);
  4424. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  4425. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  4426. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  4427. reflection_probe_release_atlas_index(p_rid);
  4428. reflection_probe_instance_owner.free(p_rid);
  4429. } else if (decal_instance_owner.owns(p_rid)) {
  4430. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  4431. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  4432. decal_instance_owner.free(p_rid);
  4433. } else if (lightmap_instance_owner.owns(p_rid)) {
  4434. lightmap_instance_owner.free(p_rid);
  4435. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  4436. RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
  4437. if (voxel_gi->texture.is_valid()) {
  4438. RD::get_singleton()->free(voxel_gi->texture);
  4439. RD::get_singleton()->free(voxel_gi->write_buffer);
  4440. }
  4441. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  4442. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  4443. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  4444. }
  4445. gi.voxel_gi_instance_owner.free(p_rid);
  4446. } else if (sky.sky_owner.owns(p_rid)) {
  4447. sky.update_dirty_skys();
  4448. sky.free_sky(p_rid);
  4449. } else if (light_instance_owner.owns(p_rid)) {
  4450. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  4451. //remove from shadow atlases..
  4452. for (const RID &E : light_instance->shadow_atlases) {
  4453. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
  4454. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  4455. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  4456. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4457. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4458. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  4459. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  4460. // Omni lights use two atlas spots, make sure to clear the other as well
  4461. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  4462. }
  4463. shadow_atlas->shadow_owners.erase(p_rid);
  4464. }
  4465. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  4466. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  4467. }
  4468. light_instance_owner.free(p_rid);
  4469. } else if (shadow_atlas_owner.owns(p_rid)) {
  4470. shadow_atlas_set_size(p_rid, 0);
  4471. shadow_atlas_owner.free(p_rid);
  4472. } else if (fog_volume_instance_owner.owns(p_rid)) {
  4473. fog_volume_instance_owner.free(p_rid);
  4474. } else {
  4475. return false;
  4476. }
  4477. return true;
  4478. }
  4479. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  4480. debug_draw = p_debug_draw;
  4481. }
  4482. void RendererSceneRenderRD::update() {
  4483. sky.update_dirty_skys();
  4484. }
  4485. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  4486. time = p_time;
  4487. time_step = p_step;
  4488. }
  4489. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  4490. screen_space_roughness_limiter = p_enable;
  4491. screen_space_roughness_limiter_amount = p_amount;
  4492. screen_space_roughness_limiter_limit = p_limit;
  4493. }
  4494. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  4495. return screen_space_roughness_limiter;
  4496. }
  4497. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  4498. return screen_space_roughness_limiter_amount;
  4499. }
  4500. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  4501. return screen_space_roughness_limiter_limit;
  4502. }
  4503. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  4504. RD::TextureFormat tf;
  4505. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  4506. tf.width = p_image_size.width; // Always 64x64
  4507. tf.height = p_image_size.height;
  4508. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4509. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4510. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4511. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4512. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  4513. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4514. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4515. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4516. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4517. 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;
  4518. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4519. Vector<RID> fb_tex;
  4520. fb_tex.push_back(albedo_alpha_tex);
  4521. fb_tex.push_back(normal_tex);
  4522. fb_tex.push_back(orm_tex);
  4523. fb_tex.push_back(emission_tex);
  4524. fb_tex.push_back(depth_write_tex);
  4525. fb_tex.push_back(depth_tex);
  4526. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  4527. //RID sampled_light;
  4528. GeometryInstance *gi = geometry_instance_create(p_base);
  4529. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  4530. Vector<RID> materials;
  4531. materials.resize(sc);
  4532. for (uint32_t i = 0; i < sc; i++) {
  4533. if (i < (uint32_t)p_material_overrides.size()) {
  4534. materials.write[i] = p_material_overrides[i];
  4535. }
  4536. }
  4537. geometry_instance_set_surface_materials(gi, materials);
  4538. if (cull_argument.size() == 0) {
  4539. cull_argument.push_back(nullptr);
  4540. }
  4541. cull_argument[0] = gi;
  4542. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  4543. geometry_instance_free(gi);
  4544. TypedArray<Image> ret;
  4545. {
  4546. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  4547. Ref<Image> img;
  4548. img.instantiate();
  4549. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4550. RD::get_singleton()->free(albedo_alpha_tex);
  4551. ret.push_back(img);
  4552. }
  4553. {
  4554. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  4555. Ref<Image> img;
  4556. img.instantiate();
  4557. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4558. RD::get_singleton()->free(normal_tex);
  4559. ret.push_back(img);
  4560. }
  4561. {
  4562. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  4563. Ref<Image> img;
  4564. img.instantiate();
  4565. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4566. RD::get_singleton()->free(orm_tex);
  4567. ret.push_back(img);
  4568. }
  4569. {
  4570. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  4571. Ref<Image> img;
  4572. img.instantiate();
  4573. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  4574. RD::get_singleton()->free(emission_tex);
  4575. ret.push_back(img);
  4576. }
  4577. RD::get_singleton()->free(depth_write_tex);
  4578. RD::get_singleton()->free(depth_tex);
  4579. return ret;
  4580. }
  4581. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  4582. gi.sdfgi_debug_probe_pos = p_position;
  4583. gi.sdfgi_debug_probe_dir = p_dir;
  4584. }
  4585. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  4586. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  4587. return cluster.reflection_buffer;
  4588. }
  4589. RID RendererSceneRenderRD::get_omni_light_buffer() {
  4590. return cluster.omni_light_buffer;
  4591. }
  4592. RID RendererSceneRenderRD::get_spot_light_buffer() {
  4593. return cluster.spot_light_buffer;
  4594. }
  4595. RID RendererSceneRenderRD::get_directional_light_buffer() {
  4596. return cluster.directional_light_buffer;
  4597. }
  4598. RID RendererSceneRenderRD::get_decal_buffer() {
  4599. return cluster.decal_buffer;
  4600. }
  4601. int RendererSceneRenderRD::get_max_directional_lights() const {
  4602. return cluster.max_directional_lights;
  4603. }
  4604. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  4605. // usable by default (unless low end = true)
  4606. return true;
  4607. }
  4608. bool RendererSceneRenderRD::is_clustered_enabled() const {
  4609. // used by default.
  4610. return true;
  4611. }
  4612. bool RendererSceneRenderRD::is_volumetric_supported() const {
  4613. // usable by default (unless low end = true)
  4614. return true;
  4615. }
  4616. uint32_t RendererSceneRenderRD::get_max_elements() const {
  4617. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  4618. }
  4619. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  4620. storage = p_storage;
  4621. singleton = this;
  4622. }
  4623. void RendererSceneRenderRD::init() {
  4624. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  4625. max_cluster_elements = get_max_elements();
  4626. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  4627. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  4628. /* SKY SHADER */
  4629. sky.init(storage);
  4630. /* GI */
  4631. if (is_dynamic_gi_supported()) {
  4632. gi.init(storage, &sky);
  4633. }
  4634. { //decals
  4635. cluster.max_decals = max_cluster_elements;
  4636. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  4637. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  4638. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  4639. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  4640. }
  4641. { //reflections
  4642. cluster.max_reflections = max_cluster_elements;
  4643. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  4644. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  4645. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  4646. }
  4647. { //lights
  4648. cluster.max_lights = max_cluster_elements;
  4649. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  4650. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4651. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4652. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4653. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4654. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4655. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4656. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  4657. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  4658. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  4659. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  4660. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  4661. }
  4662. if (is_volumetric_supported()) {
  4663. {
  4664. // Initialize local fog shader
  4665. Vector<String> volumetric_fog_modes;
  4666. volumetric_fog_modes.push_back("");
  4667. volumetric_fog.shader.initialize(volumetric_fog_modes);
  4668. material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
  4669. material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
  4670. volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
  4671. }
  4672. {
  4673. ShaderCompiler::DefaultIdentifierActions actions;
  4674. actions.renames["TIME"] = "scene_params.time";
  4675. actions.renames["PI"] = _MKSTR(Math_PI);
  4676. actions.renames["TAU"] = _MKSTR(Math_TAU);
  4677. actions.renames["E"] = _MKSTR(Math_E);
  4678. actions.renames["WORLD_POSITION"] = "world.xyz";
  4679. actions.renames["OBJECT_POSITION"] = "params.position";
  4680. actions.renames["UVW"] = "uvw";
  4681. actions.renames["EXTENTS"] = "params.extents";
  4682. actions.renames["ALBEDO"] = "albedo";
  4683. actions.renames["DENSITY"] = "density";
  4684. actions.renames["EMISSION"] = "emission";
  4685. actions.renames["SDF"] = "sdf";
  4686. actions.usage_defines["SDF"] = "#define SDF_USED\n";
  4687. actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
  4688. actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
  4689. actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
  4690. actions.sampler_array_name = "material_samplers";
  4691. actions.base_texture_binding_index = 1;
  4692. actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
  4693. actions.base_uniform_string = "material.";
  4694. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  4695. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  4696. actions.global_buffer_array_variable = "global_variables.data";
  4697. volumetric_fog.compiler.initialize(actions);
  4698. }
  4699. {
  4700. // default material and shader for fog shader
  4701. volumetric_fog.default_shader = material_storage->shader_allocate();
  4702. material_storage->shader_initialize(volumetric_fog.default_shader);
  4703. material_storage->shader_set_code(volumetric_fog.default_shader, R"(
  4704. // Default fog shader.
  4705. shader_type fog;
  4706. void fog() {
  4707. DENSITY = 1.0;
  4708. ALBEDO = vec3(1.0);
  4709. }
  4710. )");
  4711. volumetric_fog.default_material = material_storage->material_allocate();
  4712. material_storage->material_initialize(volumetric_fog.default_material);
  4713. material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
  4714. FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
  4715. volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
  4716. Vector<RD::Uniform> uniforms;
  4717. {
  4718. Vector<RID> ids;
  4719. ids.resize(12);
  4720. RID *ids_ptr = ids.ptrw();
  4721. ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4722. ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4723. ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4724. ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4725. ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4726. ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4727. ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4728. ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4729. ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4730. ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4731. ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4732. ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4733. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
  4734. uniforms.push_back(u);
  4735. }
  4736. {
  4737. RD::Uniform u;
  4738. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  4739. u.binding = 2;
  4740. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
  4741. uniforms.push_back(u);
  4742. }
  4743. volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
  4744. }
  4745. {
  4746. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  4747. defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  4748. if (is_using_radiance_cubemap_array()) {
  4749. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  4750. }
  4751. Vector<String> volumetric_fog_modes;
  4752. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  4753. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  4754. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  4755. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  4756. volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
  4757. volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
  4758. volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
  4759. for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
  4760. volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
  4761. }
  4762. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  4763. }
  4764. }
  4765. {
  4766. RD::SamplerState sampler;
  4767. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  4768. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  4769. sampler.enable_compare = true;
  4770. sampler.compare_op = RD::COMPARE_OP_LESS;
  4771. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  4772. }
  4773. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  4774. 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"));
  4775. 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"));
  4776. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  4777. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  4778. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  4779. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  4780. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  4781. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  4782. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  4783. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  4784. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  4785. 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"));
  4786. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  4787. directional_soft_shadow_kernel = memnew_arr(float, 128);
  4788. penumbra_shadow_kernel = memnew_arr(float, 128);
  4789. soft_shadow_kernel = memnew_arr(float, 128);
  4790. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  4791. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  4792. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  4793. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  4794. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  4795. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  4796. cull_argument.set_page_pool(&cull_argument_pool);
  4797. bool can_use_storage = _render_buffers_can_be_storage();
  4798. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  4799. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  4800. tone_mapper = memnew(RendererRD::ToneMapper);
  4801. }
  4802. RendererSceneRenderRD::~RendererSceneRenderRD() {
  4803. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  4804. if (bokeh_dof) {
  4805. memdelete(bokeh_dof);
  4806. }
  4807. if (copy_effects) {
  4808. memdelete(copy_effects);
  4809. }
  4810. if (tone_mapper) {
  4811. memdelete(tone_mapper);
  4812. }
  4813. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  4814. RD::get_singleton()->free(E.value.cubemap);
  4815. }
  4816. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  4817. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  4818. }
  4819. if (is_dynamic_gi_supported()) {
  4820. gi.free();
  4821. }
  4822. if (is_volumetric_supported()) {
  4823. volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
  4824. RD::get_singleton()->free(volumetric_fog.volume_ubo);
  4825. RD::get_singleton()->free(volumetric_fog.params_ubo);
  4826. material_storage->shader_free(volumetric_fog.default_shader);
  4827. material_storage->material_free(volumetric_fog.default_material);
  4828. }
  4829. memdelete_arr(directional_penumbra_shadow_kernel);
  4830. memdelete_arr(directional_soft_shadow_kernel);
  4831. memdelete_arr(penumbra_shadow_kernel);
  4832. memdelete_arr(soft_shadow_kernel);
  4833. {
  4834. RD::get_singleton()->free(cluster.directional_light_buffer);
  4835. RD::get_singleton()->free(cluster.omni_light_buffer);
  4836. RD::get_singleton()->free(cluster.spot_light_buffer);
  4837. RD::get_singleton()->free(cluster.reflection_buffer);
  4838. RD::get_singleton()->free(cluster.decal_buffer);
  4839. memdelete_arr(cluster.directional_lights);
  4840. memdelete_arr(cluster.omni_lights);
  4841. memdelete_arr(cluster.spot_lights);
  4842. memdelete_arr(cluster.omni_light_sort);
  4843. memdelete_arr(cluster.spot_light_sort);
  4844. memdelete_arr(cluster.reflections);
  4845. memdelete_arr(cluster.reflection_sort);
  4846. memdelete_arr(cluster.decals);
  4847. memdelete_arr(cluster.decal_sort);
  4848. }
  4849. RD::get_singleton()->free(shadow_sampler);
  4850. directional_shadow_atlas_set_size(0);
  4851. cull_argument.reset(); //avoid exit error
  4852. }