renderer_scene_render_rd.cpp 162 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/rendering_server_default.h"
  35. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  36. const float golden_angle = 2.4;
  37. for (int i = 0; i < p_sample_count; i++) {
  38. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  39. float theta = float(i) * golden_angle;
  40. r_kernel[i * 4] = Math::cos(theta) * r;
  41. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  42. }
  43. }
  44. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  45. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  46. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  47. bool needs_sdfgi = env && env->sdfgi_enabled;
  48. if (!needs_sdfgi) {
  49. if (rb->sdfgi != nullptr) {
  50. //erase it
  51. rb->sdfgi->erase();
  52. memdelete(rb->sdfgi);
  53. rb->sdfgi = nullptr;
  54. _render_buffers_uniform_set_changed(p_render_buffers);
  55. }
  56. return;
  57. }
  58. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  59. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  60. if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  61. //configuration changed, erase
  62. rb->sdfgi->erase();
  63. memdelete(rb->sdfgi);
  64. rb->sdfgi = nullptr;
  65. }
  66. RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
  67. if (sdfgi == nullptr) {
  68. // re-create
  69. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  70. _render_buffers_uniform_set_changed(p_render_buffers);
  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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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, const Color &p_ao_color) {
  177. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  178. ERR_FAIL_COND(!env);
  179. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source, p_ao_color);
  180. }
  181. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  182. RendererSceneEnvironmentRD *env = environment_owner.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(p_env);
  238. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  239. return env->reflection_source;
  240. }
  241. Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
  242. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  243. ERR_FAIL_COND_V(!env, Color());
  244. return env->ao_color;
  245. }
  246. 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) {
  247. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  248. ERR_FAIL_COND(!env);
  249. 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);
  250. }
  251. 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) {
  252. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  253. ERR_FAIL_COND(!env);
  254. 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);
  255. }
  256. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  257. glow_bicubic_upscale = p_enable;
  258. }
  259. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  260. glow_high_quality = p_enable;
  261. }
  262. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  263. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  264. ERR_FAIL_COND(!env);
  265. if (!is_dynamic_gi_supported()) {
  266. return;
  267. }
  268. 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);
  269. }
  270. 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) {
  271. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  272. ERR_FAIL_COND(!env);
  273. 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);
  274. }
  275. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  276. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  277. ERR_FAIL_COND_V(!env, false);
  278. return env->fog_enabled;
  279. }
  280. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  281. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  282. ERR_FAIL_COND_V(!env, Color());
  283. return env->fog_light_color;
  284. }
  285. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  286. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  287. ERR_FAIL_COND_V(!env, 0);
  288. return env->fog_light_energy;
  289. }
  290. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  291. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  292. ERR_FAIL_COND_V(!env, 0);
  293. return env->fog_sun_scatter;
  294. }
  295. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  296. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  297. ERR_FAIL_COND_V(!env, 0);
  298. return env->fog_density;
  299. }
  300. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  301. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  302. ERR_FAIL_COND_V(!env, 0);
  303. return env->fog_height;
  304. }
  305. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  306. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  307. ERR_FAIL_COND_V(!env, 0);
  308. return env->fog_height_density;
  309. }
  310. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  311. const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  312. ERR_FAIL_COND_V(!env, 0);
  313. return env->fog_aerial_perspective;
  314. }
  315. void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
  316. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  317. ERR_FAIL_COND(!env);
  318. if (!is_volumetric_supported()) {
  319. return;
  320. }
  321. env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
  322. }
  323. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  324. volumetric_fog_size = p_size;
  325. volumetric_fog_depth = p_depth;
  326. }
  327. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  328. volumetric_fog_filter_active = p_enable;
  329. }
  330. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  331. gi.sdfgi_ray_count = p_ray_count;
  332. }
  333. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  334. gi.sdfgi_frames_to_converge = p_frames;
  335. }
  336. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  337. gi.sdfgi_frames_to_update_light = p_update;
  338. }
  339. 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) {
  340. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  341. ERR_FAIL_COND(!env);
  342. env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
  343. }
  344. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  345. ssr_roughness_quality = p_quality;
  346. }
  347. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  348. return ssr_roughness_quality;
  349. }
  350. 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) {
  351. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  352. ERR_FAIL_COND(!env);
  353. env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
  354. }
  355. 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) {
  356. ssao_quality = p_quality;
  357. ssao_half_size = p_half_size;
  358. ssao_adaptive_target = p_adaptive_target;
  359. ssao_blur_passes = p_blur_passes;
  360. ssao_fadeout_from = p_fadeout_from;
  361. ssao_fadeout_to = p_fadeout_to;
  362. }
  363. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  364. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  365. ERR_FAIL_COND_V(!env, false);
  366. return env->ssao_enabled;
  367. }
  368. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  369. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  370. ERR_FAIL_COND_V(!env, 0.0);
  371. return env->ssao_ao_channel_affect;
  372. }
  373. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  374. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  375. ERR_FAIL_COND_V(!env, 0.0);
  376. return env->ssao_direct_light_affect;
  377. }
  378. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  379. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  380. ERR_FAIL_COND_V(!env, false);
  381. return env->ssr_enabled;
  382. }
  383. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  384. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  385. ERR_FAIL_COND_V(!env, false);
  386. return env->sdfgi_enabled;
  387. }
  388. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  389. return environment_owner.owns(p_env);
  390. }
  391. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  392. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  393. ERR_FAIL_COND_V(!env, Ref<Image>());
  394. if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
  395. return Ref<Image>(); //nothing to bake
  396. }
  397. if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
  398. Color color;
  399. if (env->background == RS::ENV_BG_CLEAR_COLOR) {
  400. color = storage->get_default_clear_color();
  401. } else {
  402. color = env->bg_color;
  403. }
  404. color.r *= env->bg_energy;
  405. color.g *= env->bg_energy;
  406. color.b *= env->bg_energy;
  407. Ref<Image> ret;
  408. ret.instance();
  409. ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  410. for (int i = 0; i < p_size.width; i++) {
  411. for (int j = 0; j < p_size.height; j++) {
  412. ret->set_pixel(i, j, color);
  413. }
  414. }
  415. return ret;
  416. }
  417. if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
  418. return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  419. }
  420. return Ref<Image>();
  421. }
  422. ////////////////////////////////////////////////////////////
  423. RID RendererSceneRenderRD::reflection_atlas_create() {
  424. ReflectionAtlas ra;
  425. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  426. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  427. if (is_clustered_enabled()) {
  428. ra.cluster_builder = memnew(ClusterBuilderRD);
  429. ra.cluster_builder->set_shared(&cluster_builder_shared);
  430. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  431. } else {
  432. ra.cluster_builder = nullptr;
  433. }
  434. return reflection_atlas_owner.make_rid(ra);
  435. }
  436. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  437. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  438. ERR_FAIL_COND(!ra);
  439. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  440. return; //no changes
  441. }
  442. if (ra->cluster_builder) {
  443. // only if we're using our cluster
  444. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  445. }
  446. ra->size = p_reflection_size;
  447. ra->count = p_reflection_count;
  448. if (ra->reflection.is_valid()) {
  449. //clear and invalidate everything
  450. RD::get_singleton()->free(ra->reflection);
  451. ra->reflection = RID();
  452. RD::get_singleton()->free(ra->depth_buffer);
  453. ra->depth_buffer = RID();
  454. for (int i = 0; i < ra->reflections.size(); i++) {
  455. ra->reflections.write[i].data.clear_reflection_data();
  456. if (ra->reflections[i].owner.is_null()) {
  457. continue;
  458. }
  459. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  460. //rp->atlasindex clear
  461. }
  462. ra->reflections.clear();
  463. }
  464. }
  465. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  466. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
  467. ERR_FAIL_COND_V(!ra, 0);
  468. return ra->size;
  469. }
  470. ////////////////////////
  471. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  472. ReflectionProbeInstance rpi;
  473. rpi.probe = p_probe;
  474. return reflection_probe_instance_owner.make_rid(rpi);
  475. }
  476. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
  477. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  478. ERR_FAIL_COND(!rpi);
  479. rpi->transform = p_transform;
  480. rpi->dirty = true;
  481. }
  482. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  483. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  484. ERR_FAIL_COND(!rpi);
  485. if (rpi->atlas.is_null()) {
  486. return; //nothing to release
  487. }
  488. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  489. ERR_FAIL_COND(!atlas);
  490. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  491. atlas->reflections.write[rpi->atlas_index].owner = RID();
  492. rpi->atlas_index = -1;
  493. rpi->atlas = RID();
  494. }
  495. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  496. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  497. ERR_FAIL_COND_V(!rpi, false);
  498. if (rpi->rendering) {
  499. return false;
  500. }
  501. if (rpi->dirty) {
  502. return true;
  503. }
  504. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  505. return true;
  506. }
  507. return rpi->atlas_index == -1;
  508. }
  509. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  510. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  511. ERR_FAIL_COND_V(!rpi, false);
  512. return rpi->atlas.is_valid();
  513. }
  514. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  515. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
  516. ERR_FAIL_COND_V(!atlas, false);
  517. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  518. ERR_FAIL_COND_V(!rpi, false);
  519. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  520. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  521. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  522. }
  523. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
  524. // Invalidate reflection atlas, need to regenerate
  525. RD::get_singleton()->free(atlas->reflection);
  526. atlas->reflection = RID();
  527. for (int i = 0; i < atlas->reflections.size(); i++) {
  528. if (atlas->reflections[i].owner.is_null()) {
  529. continue;
  530. }
  531. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  532. }
  533. atlas->reflections.clear();
  534. }
  535. if (atlas->reflection.is_null()) {
  536. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  537. mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  538. {
  539. //reflection atlas was unused, create:
  540. RD::TextureFormat tf;
  541. tf.array_layers = 6 * atlas->count;
  542. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  543. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  544. tf.mipmaps = mipmaps;
  545. tf.width = atlas->size;
  546. tf.height = atlas->size;
  547. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  548. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  549. }
  550. {
  551. RD::TextureFormat tf;
  552. 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;
  553. tf.width = atlas->size;
  554. tf.height = atlas->size;
  555. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  556. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  557. }
  558. atlas->reflections.resize(atlas->count);
  559. for (int i = 0; i < atlas->count; i++) {
  560. atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers);
  561. for (int j = 0; j < 6; j++) {
  562. Vector<RID> fb;
  563. fb.push_back(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j]);
  564. fb.push_back(atlas->depth_buffer);
  565. atlas->reflections.write[i].fbs[j] = RD::get_singleton()->framebuffer_create(fb);
  566. }
  567. }
  568. Vector<RID> fb;
  569. fb.push_back(atlas->depth_buffer);
  570. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  571. }
  572. if (rpi->atlas_index == -1) {
  573. for (int i = 0; i < atlas->reflections.size(); i++) {
  574. if (atlas->reflections[i].owner.is_null()) {
  575. rpi->atlas_index = i;
  576. break;
  577. }
  578. }
  579. //find the one used last
  580. if (rpi->atlas_index == -1) {
  581. //everything is in use, find the one least used via LRU
  582. uint64_t pass_min = 0;
  583. for (int i = 0; i < atlas->reflections.size(); i++) {
  584. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner);
  585. if (rpi2->last_pass < pass_min) {
  586. pass_min = rpi2->last_pass;
  587. rpi->atlas_index = i;
  588. }
  589. }
  590. }
  591. }
  592. rpi->atlas = p_reflection_atlas;
  593. rpi->rendering = true;
  594. rpi->dirty = false;
  595. rpi->processing_layer = 1;
  596. rpi->processing_side = 0;
  597. return true;
  598. }
  599. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  600. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  601. ERR_FAIL_COND_V(!rpi, false);
  602. ERR_FAIL_COND_V(!rpi->rendering, false);
  603. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  604. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  605. if (!atlas || rpi->atlas_index == -1) {
  606. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  607. rpi->rendering = false;
  608. return false;
  609. }
  610. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  611. // Using real time reflections, all roughness is done in one step
  612. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
  613. rpi->rendering = false;
  614. rpi->processing_side = 0;
  615. rpi->processing_layer = 1;
  616. return true;
  617. }
  618. if (rpi->processing_layer > 1) {
  619. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  620. rpi->processing_layer++;
  621. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  622. rpi->rendering = false;
  623. rpi->processing_side = 0;
  624. rpi->processing_layer = 1;
  625. return true;
  626. }
  627. return false;
  628. } else {
  629. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  630. }
  631. rpi->processing_side++;
  632. if (rpi->processing_side == 6) {
  633. rpi->processing_side = 0;
  634. rpi->processing_layer++;
  635. }
  636. return false;
  637. }
  638. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  639. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  640. ERR_FAIL_COND_V(!rpi, 0);
  641. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  642. ERR_FAIL_COND_V(!atlas, 0);
  643. return atlas->size;
  644. }
  645. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  646. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  647. ERR_FAIL_COND_V(!rpi, RID());
  648. ERR_FAIL_INDEX_V(p_index, 6, RID());
  649. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  650. ERR_FAIL_COND_V(!atlas, RID());
  651. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  652. }
  653. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  654. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  655. ERR_FAIL_COND_V(!rpi, RID());
  656. ERR_FAIL_INDEX_V(p_index, 6, RID());
  657. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
  658. ERR_FAIL_COND_V(!atlas, RID());
  659. return atlas->depth_fb;
  660. }
  661. ///////////////////////////////////////////////////////////
  662. RID RendererSceneRenderRD::shadow_atlas_create() {
  663. return shadow_atlas_owner.make_rid(ShadowAtlas());
  664. }
  665. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  666. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  667. RD::TextureFormat tf;
  668. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  669. tf.width = shadow_atlas->size;
  670. tf.height = shadow_atlas->size;
  671. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  672. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  673. Vector<RID> fb_tex;
  674. fb_tex.push_back(shadow_atlas->depth);
  675. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  676. }
  677. }
  678. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  679. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  680. ERR_FAIL_COND(!shadow_atlas);
  681. ERR_FAIL_COND(p_size < 0);
  682. p_size = next_power_of_2(p_size);
  683. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  684. return;
  685. }
  686. // erasing atlas
  687. if (shadow_atlas->depth.is_valid()) {
  688. RD::get_singleton()->free(shadow_atlas->depth);
  689. shadow_atlas->depth = RID();
  690. }
  691. for (int i = 0; i < 4; i++) {
  692. //clear subdivisions
  693. shadow_atlas->quadrants[i].shadows.resize(0);
  694. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  695. }
  696. //erase shadow atlas reference from lights
  697. for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
  698. LightInstance *li = light_instance_owner.getornull(E->key());
  699. ERR_CONTINUE(!li);
  700. li->shadow_atlases.erase(p_atlas);
  701. }
  702. //clear owners
  703. shadow_atlas->shadow_owners.clear();
  704. shadow_atlas->size = p_size;
  705. shadow_atlas->use_16_bits = p_size;
  706. }
  707. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  708. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  709. ERR_FAIL_COND(!shadow_atlas);
  710. ERR_FAIL_INDEX(p_quadrant, 4);
  711. ERR_FAIL_INDEX(p_subdivision, 16384);
  712. uint32_t subdiv = next_power_of_2(p_subdivision);
  713. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  714. subdiv <<= 1;
  715. }
  716. subdiv = int(Math::sqrt((float)subdiv));
  717. //obtain the number that will be x*x
  718. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  719. return;
  720. }
  721. //erase all data from quadrant
  722. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  723. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  724. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  725. LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  726. ERR_CONTINUE(!li);
  727. li->shadow_atlases.erase(p_atlas);
  728. }
  729. }
  730. shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
  731. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  732. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  733. //cache the smallest subdiv (for faster allocation in light update)
  734. shadow_atlas->smallest_subdiv = 1 << 30;
  735. for (int i = 0; i < 4; i++) {
  736. if (shadow_atlas->quadrants[i].subdivision) {
  737. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  738. }
  739. }
  740. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  741. shadow_atlas->smallest_subdiv = 0;
  742. }
  743. //resort the size orders, simple bublesort for 4 elements..
  744. int swaps = 0;
  745. do {
  746. swaps = 0;
  747. for (int i = 0; i < 3; i++) {
  748. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  749. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  750. swaps++;
  751. }
  752. }
  753. } while (swaps > 0);
  754. }
  755. 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) {
  756. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  757. int qidx = p_in_quadrants[i];
  758. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  759. return false;
  760. }
  761. //look for an empty space
  762. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  763. ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
  764. int found_free_idx = -1; //found a free one
  765. int found_used_idx = -1; //found existing one, must steal it
  766. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  767. for (int j = 0; j < sc; j++) {
  768. if (!sarr[j].owner.is_valid()) {
  769. found_free_idx = j;
  770. break;
  771. }
  772. LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
  773. ERR_CONTINUE(!sli);
  774. if (sli->last_scene_pass != scene_pass) {
  775. //was just allocated, don't kill it so soon, wait a bit..
  776. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  777. continue;
  778. }
  779. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  780. found_used_idx = j;
  781. min_pass = sli->last_scene_pass;
  782. }
  783. }
  784. }
  785. if (found_free_idx == -1 && found_used_idx == -1) {
  786. continue; //nothing found
  787. }
  788. if (found_free_idx == -1 && found_used_idx != -1) {
  789. found_free_idx = found_used_idx;
  790. }
  791. r_quadrant = qidx;
  792. r_shadow = found_free_idx;
  793. return true;
  794. }
  795. return false;
  796. }
  797. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
  798. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
  799. ERR_FAIL_COND_V(!shadow_atlas, false);
  800. LightInstance *li = light_instance_owner.getornull(p_light_intance);
  801. ERR_FAIL_COND_V(!li, false);
  802. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  803. return false;
  804. }
  805. uint32_t quad_size = shadow_atlas->size >> 1;
  806. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  807. int valid_quadrants[4];
  808. int valid_quadrant_count = 0;
  809. int best_size = -1; //best size found
  810. int best_subdiv = -1; //subdiv for the best size
  811. //find the quadrants this fits into, and the best possible size it can fit into
  812. for (int i = 0; i < 4; i++) {
  813. int q = shadow_atlas->size_order[i];
  814. int sd = shadow_atlas->quadrants[q].subdivision;
  815. if (sd == 0) {
  816. continue; //unused
  817. }
  818. int max_fit = quad_size / sd;
  819. if (best_size != -1 && max_fit > best_size) {
  820. break; //too large
  821. }
  822. valid_quadrants[valid_quadrant_count++] = q;
  823. best_subdiv = sd;
  824. if (max_fit >= desired_fit) {
  825. best_size = max_fit;
  826. }
  827. }
  828. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  829. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  830. //see if it already exists
  831. if (shadow_atlas->shadow_owners.has(p_light_intance)) {
  832. //it does!
  833. uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
  834. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  835. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  836. bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
  837. bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
  838. if (!should_realloc) {
  839. shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
  840. //already existing, see if it should redraw or it's just OK
  841. return should_redraw;
  842. }
  843. int new_quadrant, new_shadow;
  844. //find a better place
  845. if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
  846. //found a better place!
  847. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  848. if (sh->owner.is_valid()) {
  849. //is taken, but is invalid, erasing it
  850. shadow_atlas->shadow_owners.erase(sh->owner);
  851. LightInstance *sli = light_instance_owner.getornull(sh->owner);
  852. sli->shadow_atlases.erase(p_atlas);
  853. }
  854. //erase previous
  855. shadow_atlas->quadrants[q].shadows.write[s].version = 0;
  856. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  857. sh->owner = p_light_intance;
  858. sh->alloc_tick = tick;
  859. sh->version = p_light_version;
  860. li->shadow_atlases.insert(p_atlas);
  861. //make new key
  862. key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  863. key |= new_shadow;
  864. //update it in map
  865. shadow_atlas->shadow_owners[p_light_intance] = key;
  866. //make it dirty, as it should redraw anyway
  867. return true;
  868. }
  869. //no better place for this shadow found, keep current
  870. //already existing, see if it should redraw or it's just OK
  871. shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
  872. return should_redraw;
  873. }
  874. int new_quadrant, new_shadow;
  875. //find a better place
  876. if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
  877. //found a better place!
  878. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  879. if (sh->owner.is_valid()) {
  880. //is taken, but is invalid, erasing it
  881. shadow_atlas->shadow_owners.erase(sh->owner);
  882. LightInstance *sli = light_instance_owner.getornull(sh->owner);
  883. sli->shadow_atlases.erase(p_atlas);
  884. }
  885. sh->owner = p_light_intance;
  886. sh->alloc_tick = tick;
  887. sh->version = p_light_version;
  888. li->shadow_atlases.insert(p_atlas);
  889. //make new key
  890. uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  891. key |= new_shadow;
  892. //update it in map
  893. shadow_atlas->shadow_owners[p_light_intance] = key;
  894. //make it dirty, as it should redraw anyway
  895. return true;
  896. }
  897. //no place to allocate this light, apologies
  898. return false;
  899. }
  900. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  901. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  902. RD::TextureFormat tf;
  903. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  904. tf.width = directional_shadow.size;
  905. tf.height = directional_shadow.size;
  906. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  907. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  908. Vector<RID> fb_tex;
  909. fb_tex.push_back(directional_shadow.depth);
  910. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  911. }
  912. }
  913. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  914. p_size = nearest_power_of_2_templated(p_size);
  915. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  916. return;
  917. }
  918. directional_shadow.size = p_size;
  919. if (directional_shadow.depth.is_valid()) {
  920. RD::get_singleton()->free(directional_shadow.depth);
  921. directional_shadow.depth = RID();
  922. _base_uniforms_changed();
  923. }
  924. }
  925. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  926. directional_shadow.light_count = p_count;
  927. directional_shadow.current_light = 0;
  928. }
  929. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  930. int split_h = 1;
  931. int split_v = 1;
  932. while (split_h * split_v < p_shadow_count) {
  933. if (split_h == split_v) {
  934. split_h <<= 1;
  935. } else {
  936. split_v <<= 1;
  937. }
  938. }
  939. Rect2i rect(0, 0, p_size, p_size);
  940. rect.size.width /= split_h;
  941. rect.size.height /= split_v;
  942. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  943. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  944. return rect;
  945. }
  946. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  947. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  948. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  949. LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
  950. ERR_FAIL_COND_V(!light_instance, 0);
  951. switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
  952. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  953. break; //none
  954. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  955. r.size.height /= 2;
  956. break;
  957. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  958. r.size /= 2;
  959. break;
  960. }
  961. return MAX(r.size.width, r.size.height);
  962. }
  963. //////////////////////////////////////////////////
  964. RID RendererSceneRenderRD::camera_effects_allocate() {
  965. return camera_effects_owner.allocate_rid();
  966. }
  967. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  968. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  969. }
  970. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  971. dof_blur_quality = p_quality;
  972. dof_blur_use_jitter = p_use_jitter;
  973. }
  974. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  975. dof_blur_bokeh_shape = p_shape;
  976. }
  977. 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) {
  978. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  979. ERR_FAIL_COND(!camfx);
  980. camfx->dof_blur_far_enabled = p_far_enable;
  981. camfx->dof_blur_far_distance = p_far_distance;
  982. camfx->dof_blur_far_transition = p_far_transition;
  983. camfx->dof_blur_near_enabled = p_near_enable;
  984. camfx->dof_blur_near_distance = p_near_distance;
  985. camfx->dof_blur_near_transition = p_near_transition;
  986. camfx->dof_blur_amount = p_amount;
  987. }
  988. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  989. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  990. ERR_FAIL_COND(!camfx);
  991. camfx->override_exposure_enabled = p_enable;
  992. camfx->override_exposure = p_exposure;
  993. }
  994. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  995. RID li = light_instance_owner.make_rid(LightInstance());
  996. LightInstance *light_instance = light_instance_owner.getornull(li);
  997. light_instance->self = li;
  998. light_instance->light = p_light;
  999. light_instance->light_type = storage->light_get_type(p_light);
  1000. return li;
  1001. }
  1002. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
  1003. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1004. ERR_FAIL_COND(!light_instance);
  1005. light_instance->transform = p_transform;
  1006. }
  1007. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1008. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1009. ERR_FAIL_COND(!light_instance);
  1010. light_instance->aabb = p_aabb;
  1011. }
  1012. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &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) {
  1013. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1014. ERR_FAIL_COND(!light_instance);
  1015. ERR_FAIL_INDEX(p_pass, 6);
  1016. light_instance->shadow_transform[p_pass].camera = p_projection;
  1017. light_instance->shadow_transform[p_pass].transform = p_transform;
  1018. light_instance->shadow_transform[p_pass].farplane = p_far;
  1019. light_instance->shadow_transform[p_pass].split = p_split;
  1020. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1021. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1022. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1023. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1024. }
  1025. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1026. LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
  1027. ERR_FAIL_COND(!light_instance);
  1028. light_instance->last_scene_pass = scene_pass;
  1029. }
  1030. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1031. if (!shadow_cubemaps.has(p_size)) {
  1032. ShadowCubemap sc;
  1033. {
  1034. RD::TextureFormat tf;
  1035. 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;
  1036. tf.width = p_size;
  1037. tf.height = p_size;
  1038. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1039. tf.array_layers = 6;
  1040. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1041. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1042. }
  1043. for (int i = 0; i < 6; i++) {
  1044. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1045. Vector<RID> fbtex;
  1046. fbtex.push_back(side_texture);
  1047. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1048. }
  1049. shadow_cubemaps[p_size] = sc;
  1050. }
  1051. return &shadow_cubemaps[p_size];
  1052. }
  1053. //////////////////////////
  1054. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1055. DecalInstance di;
  1056. di.decal = p_decal;
  1057. return decal_instance_owner.make_rid(di);
  1058. }
  1059. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform &p_transform) {
  1060. DecalInstance *di = decal_instance_owner.getornull(p_decal);
  1061. ERR_FAIL_COND(!di);
  1062. di->transform = p_transform;
  1063. }
  1064. /////////////////////////////////
  1065. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1066. LightmapInstance li;
  1067. li.lightmap = p_lightmap;
  1068. return lightmap_instance_owner.make_rid(li);
  1069. }
  1070. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) {
  1071. LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
  1072. ERR_FAIL_COND(!li);
  1073. li->transform = p_transform;
  1074. }
  1075. /////////////////////////////////
  1076. RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) {
  1077. return gi.gi_probe_instance_create(p_base);
  1078. }
  1079. void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
  1080. gi.gi_probe_instance_set_transform_to_data(p_probe, p_xform);
  1081. }
  1082. bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
  1083. if (!is_dynamic_gi_supported()) {
  1084. return false;
  1085. }
  1086. return gi.gi_probe_needs_update(p_probe);
  1087. }
  1088. void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
  1089. if (!is_dynamic_gi_supported()) {
  1090. return;
  1091. }
  1092. gi.gi_probe_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1093. }
  1094. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  1095. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1096. ERR_FAIL_COND(!rb);
  1097. if (!rb->sdfgi) {
  1098. return; //nothing to debug
  1099. }
  1100. rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
  1101. }
  1102. ////////////////////////////////
  1103. RID RendererSceneRenderRD::render_buffers_create() {
  1104. RenderBuffers rb;
  1105. rb.data = _create_render_buffer_data();
  1106. return render_buffers_owner.make_rid(rb);
  1107. }
  1108. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1109. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1110. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1111. RD::TextureFormat tf;
  1112. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1113. tf.width = rb->width;
  1114. tf.height = rb->height;
  1115. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1116. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1117. tf.mipmaps = mipmaps_required;
  1118. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1119. //the second one is smaller (only used for separatable part of blur)
  1120. tf.width >>= 1;
  1121. tf.height >>= 1;
  1122. tf.mipmaps--;
  1123. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1124. int base_width = rb->width;
  1125. int base_height = rb->height;
  1126. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1127. RenderBuffers::Blur::Mipmap mm;
  1128. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
  1129. mm.width = base_width;
  1130. mm.height = base_height;
  1131. rb->blur[0].mipmaps.push_back(mm);
  1132. if (i > 0) {
  1133. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
  1134. rb->blur[1].mipmaps.push_back(mm);
  1135. }
  1136. base_width = MAX(1, base_width >> 1);
  1137. base_height = MAX(1, base_height >> 1);
  1138. }
  1139. }
  1140. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1141. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1142. int w = rb->width;
  1143. int h = rb->height;
  1144. while (true) {
  1145. w = MAX(w / 8, 1);
  1146. h = MAX(h / 8, 1);
  1147. RD::TextureFormat tf;
  1148. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1149. tf.width = w;
  1150. tf.height = h;
  1151. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1152. bool final = w == 1 && h == 1;
  1153. if (final) {
  1154. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1155. }
  1156. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1157. rb->luminance.reduce.push_back(texture);
  1158. if (final) {
  1159. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1160. break;
  1161. }
  1162. }
  1163. }
  1164. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1165. if (rb->texture.is_valid()) {
  1166. RD::get_singleton()->free(rb->texture);
  1167. rb->texture = RID();
  1168. }
  1169. if (rb->depth_texture.is_valid()) {
  1170. RD::get_singleton()->free(rb->depth_texture);
  1171. rb->depth_texture = RID();
  1172. }
  1173. for (int i = 0; i < 2; i++) {
  1174. if (rb->blur[i].texture.is_valid()) {
  1175. RD::get_singleton()->free(rb->blur[i].texture);
  1176. rb->blur[i].texture = RID();
  1177. rb->blur[i].mipmaps.clear();
  1178. }
  1179. }
  1180. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1181. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1182. }
  1183. rb->luminance.reduce.clear();
  1184. if (rb->luminance.current.is_valid()) {
  1185. RD::get_singleton()->free(rb->luminance.current);
  1186. rb->luminance.current = RID();
  1187. }
  1188. if (rb->ssao.depth.is_valid()) {
  1189. RD::get_singleton()->free(rb->ssao.depth);
  1190. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1191. RD::get_singleton()->free(rb->ssao.ao_pong);
  1192. RD::get_singleton()->free(rb->ssao.ao_final);
  1193. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1194. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1195. rb->ssao.depth = RID();
  1196. rb->ssao.ao_deinterleaved = RID();
  1197. rb->ssao.ao_pong = RID();
  1198. rb->ssao.ao_final = RID();
  1199. rb->ssao.importance_map[0] = RID();
  1200. rb->ssao.importance_map[1] = RID();
  1201. rb->ssao.depth_slices.clear();
  1202. rb->ssao.ao_deinterleaved_slices.clear();
  1203. rb->ssao.ao_pong_slices.clear();
  1204. }
  1205. if (rb->ssr.blur_radius[0].is_valid()) {
  1206. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1207. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1208. rb->ssr.blur_radius[0] = RID();
  1209. rb->ssr.blur_radius[1] = RID();
  1210. }
  1211. if (rb->ssr.depth_scaled.is_valid()) {
  1212. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1213. rb->ssr.depth_scaled = RID();
  1214. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1215. rb->ssr.normal_scaled = RID();
  1216. }
  1217. if (rb->ambient_buffer.is_valid()) {
  1218. RD::get_singleton()->free(rb->ambient_buffer);
  1219. RD::get_singleton()->free(rb->reflection_buffer);
  1220. rb->ambient_buffer = RID();
  1221. rb->reflection_buffer = RID();
  1222. }
  1223. }
  1224. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1225. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1226. ERR_FAIL_COND(!rb);
  1227. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1228. if (!can_use_effects) {
  1229. //just copy
  1230. return;
  1231. }
  1232. if (rb->blur[0].texture.is_null()) {
  1233. _allocate_blur_textures(rb);
  1234. _render_buffers_uniform_set_changed(p_render_buffers);
  1235. }
  1236. storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
  1237. }
  1238. 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) {
  1239. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1240. ERR_FAIL_COND(!rb);
  1241. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1242. if (!can_use_effects) {
  1243. //just copy
  1244. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
  1245. return;
  1246. }
  1247. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1248. ERR_FAIL_COND(!env);
  1249. ERR_FAIL_COND(!env->ssr_enabled);
  1250. if (rb->ssr.depth_scaled.is_null()) {
  1251. RD::TextureFormat tf;
  1252. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1253. tf.width = rb->width / 2;
  1254. tf.height = rb->height / 2;
  1255. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1256. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1257. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1258. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1259. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1260. }
  1261. if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1262. RD::TextureFormat tf;
  1263. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1264. tf.width = rb->width / 2;
  1265. tf.height = rb->height / 2;
  1266. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1267. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1268. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1269. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1270. }
  1271. if (rb->blur[0].texture.is_null()) {
  1272. _allocate_blur_textures(rb);
  1273. _render_buffers_uniform_set_changed(p_render_buffers);
  1274. }
  1275. storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  1276. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
  1277. }
  1278. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1279. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1280. ERR_FAIL_COND(!rb);
  1281. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1282. ERR_FAIL_COND(!env);
  1283. RENDER_TIMESTAMP("Process SSAO");
  1284. if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1285. RD::get_singleton()->free(rb->ssao.depth);
  1286. RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
  1287. RD::get_singleton()->free(rb->ssao.ao_pong);
  1288. RD::get_singleton()->free(rb->ssao.ao_final);
  1289. RD::get_singleton()->free(rb->ssao.importance_map[0]);
  1290. RD::get_singleton()->free(rb->ssao.importance_map[1]);
  1291. rb->ssao.depth = RID();
  1292. rb->ssao.ao_deinterleaved = RID();
  1293. rb->ssao.ao_pong = RID();
  1294. rb->ssao.ao_final = RID();
  1295. rb->ssao.importance_map[0] = RID();
  1296. rb->ssao.importance_map[1] = RID();
  1297. rb->ssao.depth_slices.clear();
  1298. rb->ssao.ao_deinterleaved_slices.clear();
  1299. rb->ssao.ao_pong_slices.clear();
  1300. }
  1301. int buffer_width;
  1302. int buffer_height;
  1303. int half_width;
  1304. int half_height;
  1305. if (ssao_half_size) {
  1306. buffer_width = (rb->width + 3) / 4;
  1307. buffer_height = (rb->height + 3) / 4;
  1308. half_width = (rb->width + 7) / 8;
  1309. half_height = (rb->height + 7) / 8;
  1310. } else {
  1311. buffer_width = (rb->width + 1) / 2;
  1312. buffer_height = (rb->height + 1) / 2;
  1313. half_width = (rb->width + 3) / 4;
  1314. half_height = (rb->height + 3) / 4;
  1315. }
  1316. bool uniform_sets_are_invalid = false;
  1317. if (rb->ssao.depth.is_null()) {
  1318. //allocate depth slices
  1319. {
  1320. RD::TextureFormat tf;
  1321. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  1322. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1323. tf.width = buffer_width;
  1324. tf.height = buffer_height;
  1325. tf.mipmaps = 4;
  1326. tf.array_layers = 4;
  1327. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1328. rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1329. RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
  1330. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  1331. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
  1332. rb->ssao.depth_slices.push_back(slice);
  1333. RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
  1334. }
  1335. }
  1336. {
  1337. RD::TextureFormat tf;
  1338. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1339. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1340. tf.width = buffer_width;
  1341. tf.height = buffer_height;
  1342. tf.array_layers = 4;
  1343. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1344. rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1345. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1346. for (uint32_t i = 0; i < 4; i++) {
  1347. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
  1348. rb->ssao.ao_deinterleaved_slices.push_back(slice);
  1349. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1350. }
  1351. }
  1352. {
  1353. RD::TextureFormat tf;
  1354. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1355. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1356. tf.width = buffer_width;
  1357. tf.height = buffer_height;
  1358. tf.array_layers = 4;
  1359. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1360. rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1361. RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1362. for (uint32_t i = 0; i < 4; i++) {
  1363. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
  1364. rb->ssao.ao_pong_slices.push_back(slice);
  1365. RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1366. }
  1367. }
  1368. {
  1369. RD::TextureFormat tf;
  1370. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1371. tf.width = half_width;
  1372. tf.height = half_height;
  1373. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1374. rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1375. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
  1376. rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1377. RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
  1378. }
  1379. {
  1380. RD::TextureFormat tf;
  1381. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1382. tf.width = rb->width;
  1383. tf.height = rb->height;
  1384. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1385. rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1386. RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
  1387. _render_buffers_uniform_set_changed(p_render_buffers);
  1388. }
  1389. ssao_using_half_size = ssao_half_size;
  1390. uniform_sets_are_invalid = true;
  1391. }
  1392. EffectsRD::SSAOSettings settings;
  1393. settings.radius = env->ssao_radius;
  1394. settings.intensity = env->ssao_intensity;
  1395. settings.power = env->ssao_power;
  1396. settings.detail = env->ssao_detail;
  1397. settings.horizon = env->ssao_horizon;
  1398. settings.sharpness = env->ssao_sharpness;
  1399. settings.quality = ssao_quality;
  1400. settings.half_size = ssao_half_size;
  1401. settings.adaptive_target = ssao_adaptive_target;
  1402. settings.blur_passes = ssao_blur_passes;
  1403. settings.fadeout_from = ssao_fadeout_from;
  1404. settings.fadeout_to = ssao_fadeout_to;
  1405. settings.full_screen_size = Size2i(rb->width, rb->height);
  1406. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1407. settings.quarter_screen_size = Size2i(half_width, half_height);
  1408. storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
  1409. }
  1410. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
  1411. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1412. ERR_FAIL_COND(!rb);
  1413. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  1414. //glow (if enabled)
  1415. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  1416. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1417. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1418. if (rb->blur[0].texture.is_null()) {
  1419. _allocate_blur_textures(rb);
  1420. _render_buffers_uniform_set_changed(p_render_buffers);
  1421. }
  1422. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1423. storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[0].mipmaps[0].texture, rb->blur[1].mipmaps[0].texture, rb->blur[0].mipmaps[1].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal());
  1424. }
  1425. if (can_use_effects && env && env->auto_exposure) {
  1426. if (rb->luminance.current.is_null()) {
  1427. _allocate_luminance_textures(rb);
  1428. _render_buffers_uniform_set_changed(p_render_buffers);
  1429. }
  1430. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1431. rb->auto_exposure_version = env->auto_exposure_version;
  1432. double step = env->auto_exp_speed * time_step;
  1433. storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1434. //swap final reduce with prev luminance
  1435. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1436. RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
  1437. }
  1438. int max_glow_level = -1;
  1439. if (can_use_effects && env && env->glow_enabled) {
  1440. /* see that blur textures are allocated */
  1441. if (rb->blur[1].texture.is_null()) {
  1442. _allocate_blur_textures(rb);
  1443. _render_buffers_uniform_set_changed(p_render_buffers);
  1444. }
  1445. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1446. if (env->glow_levels[i] > 0.0) {
  1447. if (i >= rb->blur[1].mipmaps.size()) {
  1448. max_glow_level = rb->blur[1].mipmaps.size() - 1;
  1449. } else {
  1450. max_glow_level = i;
  1451. }
  1452. }
  1453. }
  1454. for (int i = 0; i < (max_glow_level + 1); i++) {
  1455. int vp_w = rb->blur[1].mipmaps[i].width;
  1456. int vp_h = rb->blur[1].mipmaps[i].height;
  1457. if (i == 0) {
  1458. RID luminance_texture;
  1459. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  1460. luminance_texture = rb->luminance.current;
  1461. }
  1462. storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1463. } else {
  1464. storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  1465. }
  1466. }
  1467. }
  1468. {
  1469. //tonemap
  1470. EffectsRD::TonemapSettings tonemap;
  1471. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  1472. tonemap.use_auto_exposure = true;
  1473. tonemap.exposure_texture = rb->luminance.current;
  1474. tonemap.auto_exposure_grey = env->auto_exp_scale;
  1475. } else {
  1476. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1477. }
  1478. if (can_use_effects && env && env->glow_enabled) {
  1479. tonemap.use_glow = true;
  1480. tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
  1481. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  1482. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1483. tonemap.glow_levels[i] = env->glow_levels[i];
  1484. }
  1485. tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
  1486. tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
  1487. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1488. tonemap.glow_texture = rb->blur[1].texture;
  1489. } else {
  1490. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1491. }
  1492. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1493. tonemap.use_fxaa = true;
  1494. }
  1495. tonemap.use_debanding = rb->use_debanding;
  1496. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1497. if (env) {
  1498. tonemap.tonemap_mode = env->tone_mapper;
  1499. tonemap.white = env->white;
  1500. tonemap.exposure = env->exposure;
  1501. }
  1502. tonemap.use_color_correction = false;
  1503. tonemap.use_1d_color_correction = false;
  1504. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1505. if (can_use_effects && env) {
  1506. tonemap.use_bcs = env->adjustments_enabled;
  1507. tonemap.brightness = env->adjustments_brightness;
  1508. tonemap.contrast = env->adjustments_contrast;
  1509. tonemap.saturation = env->adjustments_saturation;
  1510. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1511. tonemap.use_color_correction = true;
  1512. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1513. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  1514. }
  1515. }
  1516. storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1517. }
  1518. storage->render_target_disable_clear_request(rb->render_target);
  1519. }
  1520. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
  1521. EffectsRD *effects = storage->get_effects();
  1522. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1523. ERR_FAIL_COND(!rb);
  1524. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1525. if (p_shadow_atlas.is_valid()) {
  1526. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1527. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1528. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1529. }
  1530. }
  1531. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1532. if (directional_shadow_get_texture().is_valid()) {
  1533. RID shadow_atlas_texture = directional_shadow_get_texture();
  1534. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1535. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  1536. }
  1537. }
  1538. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1539. RID decal_atlas = storage->decal_atlas_get_texture();
  1540. if (decal_atlas.is_valid()) {
  1541. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1542. effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  1543. }
  1544. }
  1545. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  1546. if (rb->luminance.current.is_valid()) {
  1547. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1548. effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  1549. }
  1550. }
  1551. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
  1552. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1553. RID ao_buf = rb->ssao.ao_final;
  1554. effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  1555. }
  1556. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  1557. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1558. effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  1559. }
  1560. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
  1561. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  1562. RID ambient_texture = rb->ambient_buffer;
  1563. RID reflection_texture = rb->reflection_buffer;
  1564. effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
  1565. }
  1566. }
  1567. 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) {
  1568. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
  1569. ERR_FAIL_COND(!env);
  1570. env->adjustments_enabled = p_enable;
  1571. env->adjustments_brightness = p_brightness;
  1572. env->adjustments_contrast = p_contrast;
  1573. env->adjustments_saturation = p_saturation;
  1574. env->use_1d_color_correction = p_use_1d_color_correction;
  1575. env->color_correction = p_color_correction;
  1576. }
  1577. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  1578. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1579. ERR_FAIL_COND_V(!rb, RID());
  1580. if (!rb->blur[0].texture.is_valid()) {
  1581. return RID(); //not valid at the moment
  1582. }
  1583. return rb->blur[0].texture;
  1584. }
  1585. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  1586. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1587. ERR_FAIL_COND_V(!rb, RID());
  1588. return rb->ssao.ao_final;
  1589. }
  1590. RID RendererSceneRenderRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
  1591. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1592. ERR_FAIL_COND_V(!rb, RID());
  1593. if (rb->gi.giprobe_buffer.is_null()) {
  1594. rb->gi.giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::GIProbeData) * RendererSceneGIRD::MAX_GIPROBES);
  1595. }
  1596. return rb->gi.giprobe_buffer;
  1597. }
  1598. RID RendererSceneRenderRD::render_buffers_get_default_gi_probe_buffer() {
  1599. return gi.default_giprobe_buffer;
  1600. }
  1601. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  1602. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1603. ERR_FAIL_COND_V(!rb, RID());
  1604. return rb->ambient_buffer;
  1605. }
  1606. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  1607. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1608. ERR_FAIL_COND_V(!rb, RID());
  1609. return rb->reflection_buffer;
  1610. }
  1611. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  1612. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1613. ERR_FAIL_COND_V(!rb, 0);
  1614. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1615. return rb->sdfgi->cascades.size();
  1616. }
  1617. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  1618. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1619. ERR_FAIL_COND_V(!rb, false);
  1620. return rb->sdfgi != nullptr;
  1621. }
  1622. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  1623. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1624. ERR_FAIL_COND_V(!rb, RID());
  1625. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1626. return rb->sdfgi->lightprobe_texture;
  1627. }
  1628. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1629. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1630. ERR_FAIL_COND_V(!rb, Vector3());
  1631. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  1632. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  1633. 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;
  1634. }
  1635. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  1636. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1637. ERR_FAIL_COND_V(!rb, Vector3i());
  1638. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  1639. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  1640. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
  1641. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  1642. }
  1643. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  1644. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1645. ERR_FAIL_COND_V(!rb, 0);
  1646. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1647. return rb->sdfgi->normal_bias;
  1648. }
  1649. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  1650. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1651. ERR_FAIL_COND_V(!rb, 0);
  1652. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1653. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  1654. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  1655. }
  1656. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  1657. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1658. ERR_FAIL_COND_V(!rb, 0);
  1659. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1660. return rb->sdfgi->probe_axis_count;
  1661. }
  1662. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  1663. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1664. ERR_FAIL_COND_V(!rb, 0);
  1665. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  1666. return rb->sdfgi->cascade_size;
  1667. }
  1668. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  1669. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1670. ERR_FAIL_COND_V(!rb, false);
  1671. ERR_FAIL_COND_V(!rb->sdfgi, false);
  1672. return rb->sdfgi->uses_occlusion;
  1673. }
  1674. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  1675. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1676. ERR_FAIL_COND_V(!rb, 0.0);
  1677. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  1678. return rb->sdfgi->energy;
  1679. }
  1680. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  1681. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1682. ERR_FAIL_COND_V(!rb, RID());
  1683. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  1684. return rb->sdfgi->occlusion_texture;
  1685. }
  1686. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  1687. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1688. ERR_FAIL_COND_V(!rb, false);
  1689. return rb->volumetric_fog != nullptr;
  1690. }
  1691. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  1692. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1693. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  1694. return rb->volumetric_fog->fog_map;
  1695. }
  1696. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  1697. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1698. ERR_FAIL_COND_V(!rb, RID());
  1699. if (!rb->volumetric_fog) {
  1700. return RID();
  1701. }
  1702. return rb->volumetric_fog->sky_uniform_set;
  1703. }
  1704. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  1705. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1706. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  1707. return rb->volumetric_fog->length;
  1708. }
  1709. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  1710. const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1711. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  1712. return rb->volumetric_fog->spread;
  1713. }
  1714. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) {
  1715. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1716. rb->width = p_width;
  1717. rb->height = p_height;
  1718. rb->render_target = p_render_target;
  1719. rb->msaa = p_msaa;
  1720. rb->screen_space_aa = p_screen_space_aa;
  1721. rb->use_debanding = p_use_debanding;
  1722. if (is_clustered_enabled()) {
  1723. if (rb->cluster_builder == nullptr) {
  1724. rb->cluster_builder = memnew(ClusterBuilderRD);
  1725. }
  1726. rb->cluster_builder->set_shared(&cluster_builder_shared);
  1727. }
  1728. _free_render_buffer_data(rb);
  1729. {
  1730. RD::TextureFormat tf;
  1731. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1732. tf.width = rb->width;
  1733. tf.height = rb->height;
  1734. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1735. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1736. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1737. } else {
  1738. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1739. }
  1740. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1741. }
  1742. {
  1743. RD::TextureFormat tf;
  1744. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  1745. 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;
  1746. } else {
  1747. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1748. }
  1749. tf.width = p_width;
  1750. tf.height = p_height;
  1751. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1752. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1753. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1754. } else {
  1755. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1756. }
  1757. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1758. }
  1759. rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
  1760. _render_buffers_uniform_set_changed(p_render_buffers);
  1761. if (is_clustered_enabled()) {
  1762. rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
  1763. }
  1764. }
  1765. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  1766. gi.half_resolution = p_enable;
  1767. }
  1768. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  1769. sss_quality = p_quality;
  1770. }
  1771. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  1772. return sss_quality;
  1773. }
  1774. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  1775. sss_scale = p_scale;
  1776. sss_depth_scale = p_depth_scale;
  1777. }
  1778. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  1779. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  1780. if (shadows_quality != p_quality) {
  1781. shadows_quality = p_quality;
  1782. switch (shadows_quality) {
  1783. case RS::SHADOW_QUALITY_HARD: {
  1784. penumbra_shadow_samples = 4;
  1785. soft_shadow_samples = 1;
  1786. shadows_quality_radius = 1.0;
  1787. } break;
  1788. case RS::SHADOW_QUALITY_SOFT_LOW: {
  1789. penumbra_shadow_samples = 8;
  1790. soft_shadow_samples = 4;
  1791. shadows_quality_radius = 2.0;
  1792. } break;
  1793. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  1794. penumbra_shadow_samples = 12;
  1795. soft_shadow_samples = 8;
  1796. shadows_quality_radius = 2.0;
  1797. } break;
  1798. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  1799. penumbra_shadow_samples = 24;
  1800. soft_shadow_samples = 16;
  1801. shadows_quality_radius = 3.0;
  1802. } break;
  1803. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  1804. penumbra_shadow_samples = 32;
  1805. soft_shadow_samples = 32;
  1806. shadows_quality_radius = 4.0;
  1807. } break;
  1808. case RS::SHADOW_QUALITY_MAX:
  1809. break;
  1810. }
  1811. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  1812. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  1813. }
  1814. }
  1815. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  1816. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  1817. if (directional_shadow_quality != p_quality) {
  1818. directional_shadow_quality = p_quality;
  1819. switch (directional_shadow_quality) {
  1820. case RS::SHADOW_QUALITY_HARD: {
  1821. directional_penumbra_shadow_samples = 4;
  1822. directional_soft_shadow_samples = 1;
  1823. directional_shadow_quality_radius = 1.0;
  1824. } break;
  1825. case RS::SHADOW_QUALITY_SOFT_LOW: {
  1826. directional_penumbra_shadow_samples = 8;
  1827. directional_soft_shadow_samples = 4;
  1828. directional_shadow_quality_radius = 2.0;
  1829. } break;
  1830. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  1831. directional_penumbra_shadow_samples = 12;
  1832. directional_soft_shadow_samples = 8;
  1833. directional_shadow_quality_radius = 2.0;
  1834. } break;
  1835. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  1836. directional_penumbra_shadow_samples = 24;
  1837. directional_soft_shadow_samples = 16;
  1838. directional_shadow_quality_radius = 3.0;
  1839. } break;
  1840. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  1841. directional_penumbra_shadow_samples = 32;
  1842. directional_soft_shadow_samples = 32;
  1843. directional_shadow_quality_radius = 4.0;
  1844. } break;
  1845. case RS::SHADOW_QUALITY_MAX:
  1846. break;
  1847. }
  1848. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  1849. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  1850. }
  1851. }
  1852. int RendererSceneRenderRD::get_roughness_layers() const {
  1853. return sky.roughness_layers;
  1854. }
  1855. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  1856. return sky.sky_use_cubemap_array;
  1857. }
  1858. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  1859. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  1860. ERR_FAIL_COND_V(!rb, nullptr);
  1861. return rb->data;
  1862. }
  1863. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment) {
  1864. cluster.reflection_count = 0;
  1865. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  1866. if (cluster.reflection_count == cluster.max_reflections) {
  1867. break;
  1868. }
  1869. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflections[i]);
  1870. if (!rpi) {
  1871. continue;
  1872. }
  1873. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  1874. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  1875. cluster.reflection_count++;
  1876. }
  1877. if (cluster.reflection_count > 0) {
  1878. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  1879. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  1880. }
  1881. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  1882. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  1883. rpi->render_index = i;
  1884. RID base_probe = rpi->probe;
  1885. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  1886. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  1887. reflection_ubo.box_extents[0] = extents.x;
  1888. reflection_ubo.box_extents[1] = extents.y;
  1889. reflection_ubo.box_extents[2] = extents.z;
  1890. reflection_ubo.index = rpi->atlas_index;
  1891. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  1892. reflection_ubo.box_offset[0] = origin_offset.x;
  1893. reflection_ubo.box_offset[1] = origin_offset.y;
  1894. reflection_ubo.box_offset[2] = origin_offset.z;
  1895. reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
  1896. reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
  1897. reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
  1898. reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
  1899. reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
  1900. Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
  1901. float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
  1902. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  1903. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  1904. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  1905. Transform transform = rpi->transform;
  1906. Transform proj = (p_camera_inverse_transform * transform).inverse();
  1907. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  1908. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  1909. rpi->last_pass = RSG::rasterizer->get_frame_number();
  1910. }
  1911. if (cluster.reflection_count) {
  1912. 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);
  1913. }
  1914. }
  1915. void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
  1916. Transform inverse_transform = p_camera_transform.affine_inverse();
  1917. r_directional_light_count = 0;
  1918. r_positional_light_count = 0;
  1919. sky.sky_scene_state.ubo.directional_light_count = 0;
  1920. Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  1921. cluster.omni_light_count = 0;
  1922. cluster.spot_light_count = 0;
  1923. for (int i = 0; i < (int)p_lights.size(); i++) {
  1924. LightInstance *li = light_instance_owner.getornull(p_lights[i]);
  1925. if (!li) {
  1926. continue;
  1927. }
  1928. RID base = li->light;
  1929. ERR_CONTINUE(base.is_null());
  1930. RS::LightType type = storage->light_get_type(base);
  1931. switch (type) {
  1932. case RS::LIGHT_DIRECTIONAL: {
  1933. // Copy to SkyDirectionalLightData
  1934. if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
  1935. RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
  1936. Transform light_transform = li->transform;
  1937. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  1938. sky_light_data.direction[0] = world_direction.x;
  1939. sky_light_data.direction[1] = world_direction.y;
  1940. sky_light_data.direction[2] = -world_direction.z;
  1941. float sign = storage->light_is_negative(base) ? -1 : 1;
  1942. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  1943. Color linear_col = storage->light_get_color(base).to_linear();
  1944. sky_light_data.color[0] = linear_col.r;
  1945. sky_light_data.color[1] = linear_col.g;
  1946. sky_light_data.color[2] = linear_col.b;
  1947. sky_light_data.enabled = true;
  1948. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  1949. if (angular_diameter > 0.0) {
  1950. // I know tan(0) is 0, but let's not risk it with numerical precision.
  1951. // technically this will keep expanding until reaching the sun, but all we care
  1952. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  1953. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  1954. } else {
  1955. angular_diameter = 0.0;
  1956. }
  1957. sky_light_data.size = angular_diameter;
  1958. sky.sky_scene_state.ubo.directional_light_count++;
  1959. }
  1960. if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
  1961. continue;
  1962. }
  1963. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  1964. Transform light_transform = li->transform;
  1965. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  1966. light_data.direction[0] = direction.x;
  1967. light_data.direction[1] = direction.y;
  1968. light_data.direction[2] = direction.z;
  1969. float sign = storage->light_is_negative(base) ? -1 : 1;
  1970. light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  1971. Color linear_col = storage->light_get_color(base).to_linear();
  1972. light_data.color[0] = linear_col.r;
  1973. light_data.color[1] = linear_col.g;
  1974. light_data.color[2] = linear_col.b;
  1975. light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  1976. light_data.mask = storage->light_get_cull_mask(base);
  1977. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  1978. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  1979. Color shadow_col = storage->light_get_shadow_color(base).to_linear();
  1980. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  1981. light_data.shadow_color1[0] = 1.0;
  1982. light_data.shadow_color1[1] = 0.0;
  1983. light_data.shadow_color1[2] = 0.0;
  1984. light_data.shadow_color1[3] = 1.0;
  1985. light_data.shadow_color2[0] = 0.0;
  1986. light_data.shadow_color2[1] = 1.0;
  1987. light_data.shadow_color2[2] = 0.0;
  1988. light_data.shadow_color2[3] = 1.0;
  1989. light_data.shadow_color3[0] = 0.0;
  1990. light_data.shadow_color3[1] = 0.0;
  1991. light_data.shadow_color3[2] = 1.0;
  1992. light_data.shadow_color3[3] = 1.0;
  1993. light_data.shadow_color4[0] = 1.0;
  1994. light_data.shadow_color4[1] = 1.0;
  1995. light_data.shadow_color4[2] = 0.0;
  1996. light_data.shadow_color4[3] = 1.0;
  1997. } else {
  1998. light_data.shadow_color1[0] = shadow_col.r;
  1999. light_data.shadow_color1[1] = shadow_col.g;
  2000. light_data.shadow_color1[2] = shadow_col.b;
  2001. light_data.shadow_color1[3] = 1.0;
  2002. light_data.shadow_color2[0] = shadow_col.r;
  2003. light_data.shadow_color2[1] = shadow_col.g;
  2004. light_data.shadow_color2[2] = shadow_col.b;
  2005. light_data.shadow_color2[3] = 1.0;
  2006. light_data.shadow_color3[0] = shadow_col.r;
  2007. light_data.shadow_color3[1] = shadow_col.g;
  2008. light_data.shadow_color3[2] = shadow_col.b;
  2009. light_data.shadow_color3[3] = 1.0;
  2010. light_data.shadow_color4[0] = shadow_col.r;
  2011. light_data.shadow_color4[1] = shadow_col.g;
  2012. light_data.shadow_color4[2] = shadow_col.b;
  2013. light_data.shadow_color4[3] = 1.0;
  2014. }
  2015. light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
  2016. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2017. if (angular_diameter > 0.0) {
  2018. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2019. // technically this will keep expanding until reaching the sun, but all we care
  2020. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2021. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2022. } else {
  2023. angular_diameter = 0.0;
  2024. }
  2025. if (light_data.shadow_enabled) {
  2026. RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
  2027. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2028. light_data.blend_splits = storage->light_directional_get_blend_splits(base);
  2029. for (int j = 0; j < 4; j++) {
  2030. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2031. CameraMatrix matrix = li->shadow_transform[j].camera;
  2032. float split = li->shadow_transform[MIN(limit, j)].split;
  2033. CameraMatrix bias;
  2034. bias.set_light_bias();
  2035. CameraMatrix rectm;
  2036. rectm.set_light_atlas_rect(atlas_rect);
  2037. Transform modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2038. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2039. light_data.shadow_split_offsets[j] = split;
  2040. float bias_scale = li->shadow_transform[j].bias_scale;
  2041. light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
  2042. light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2043. light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
  2044. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2045. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2046. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2047. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2048. uv_scale *= atlas_rect.size; //adapt to atlas size
  2049. switch (j) {
  2050. case 0: {
  2051. light_data.uv_scale1[0] = uv_scale.x;
  2052. light_data.uv_scale1[1] = uv_scale.y;
  2053. } break;
  2054. case 1: {
  2055. light_data.uv_scale2[0] = uv_scale.x;
  2056. light_data.uv_scale2[1] = uv_scale.y;
  2057. } break;
  2058. case 2: {
  2059. light_data.uv_scale3[0] = uv_scale.x;
  2060. light_data.uv_scale3[1] = uv_scale.y;
  2061. } break;
  2062. case 3: {
  2063. light_data.uv_scale4[0] = uv_scale.x;
  2064. light_data.uv_scale4[1] = uv_scale.y;
  2065. } break;
  2066. }
  2067. }
  2068. float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2069. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2070. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2071. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2072. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2073. light_data.softshadow_angle = angular_diameter;
  2074. if (angular_diameter <= 0.0) {
  2075. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2076. }
  2077. }
  2078. r_directional_light_count++;
  2079. } break;
  2080. case RS::LIGHT_OMNI: {
  2081. if (cluster.omni_light_count >= cluster.max_lights) {
  2082. continue;
  2083. }
  2084. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2085. cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2086. cluster.omni_light_count++;
  2087. } break;
  2088. case RS::LIGHT_SPOT: {
  2089. if (cluster.spot_light_count >= cluster.max_lights) {
  2090. continue;
  2091. }
  2092. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2093. cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2094. cluster.spot_light_count++;
  2095. } break;
  2096. }
  2097. li->last_pass = RSG::rasterizer->get_frame_number();
  2098. }
  2099. if (cluster.omni_light_count) {
  2100. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2101. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2102. }
  2103. if (cluster.spot_light_count) {
  2104. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2105. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2106. }
  2107. ShadowAtlas *shadow_atlas = nullptr;
  2108. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2109. shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  2110. }
  2111. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2112. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2113. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2114. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2115. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2116. RID base = li->light;
  2117. Transform light_transform = li->transform;
  2118. float sign = storage->light_is_negative(base) ? -1 : 1;
  2119. Color linear_col = storage->light_get_color(base).to_linear();
  2120. light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2121. float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2122. light_data.color[0] = linear_col.r * energy;
  2123. light_data.color[1] = linear_col.g * energy;
  2124. light_data.color[2] = linear_col.b * energy;
  2125. light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2126. float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2127. light_data.inv_radius = 1.0 / radius;
  2128. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2129. light_data.position[0] = pos.x;
  2130. light_data.position[1] = pos.y;
  2131. light_data.position[2] = pos.z;
  2132. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2133. light_data.direction[0] = direction.x;
  2134. light_data.direction[1] = direction.y;
  2135. light_data.direction[2] = direction.z;
  2136. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2137. light_data.size = size;
  2138. light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2139. float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2140. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2141. light_data.mask = storage->light_get_cull_mask(base);
  2142. light_data.atlas_rect[0] = 0;
  2143. light_data.atlas_rect[1] = 0;
  2144. light_data.atlas_rect[2] = 0;
  2145. light_data.atlas_rect[3] = 0;
  2146. RID projector = storage->light_get_projector(base);
  2147. if (projector.is_valid()) {
  2148. Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
  2149. if (type == RS::LIGHT_SPOT) {
  2150. light_data.projector_rect[0] = rect.position.x;
  2151. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2152. light_data.projector_rect[2] = rect.size.width;
  2153. light_data.projector_rect[3] = -rect.size.height;
  2154. } else {
  2155. light_data.projector_rect[0] = rect.position.x;
  2156. light_data.projector_rect[1] = rect.position.y;
  2157. light_data.projector_rect[2] = rect.size.width;
  2158. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2159. }
  2160. } else {
  2161. light_data.projector_rect[0] = 0;
  2162. light_data.projector_rect[1] = 0;
  2163. light_data.projector_rect[2] = 0;
  2164. light_data.projector_rect[3] = 0;
  2165. }
  2166. if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
  2167. // fill in the shadow information
  2168. light_data.shadow_enabled = true;
  2169. if (type == RS::LIGHT_SPOT) {
  2170. light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
  2171. float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
  2172. shadow_texel_size *= light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2173. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
  2174. } else { //omni
  2175. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
  2176. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2177. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
  2178. }
  2179. light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
  2180. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas);
  2181. light_data.atlas_rect[0] = rect.position.x;
  2182. light_data.atlas_rect[1] = rect.position.y;
  2183. light_data.atlas_rect[2] = rect.size.width;
  2184. light_data.atlas_rect[3] = rect.size.height;
  2185. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2186. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2187. if (type == RS::LIGHT_OMNI) {
  2188. light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
  2189. Transform proj = (inverse_transform * light_transform).inverse();
  2190. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  2191. if (size > 0.0) {
  2192. light_data.soft_shadow_size = size;
  2193. } else {
  2194. light_data.soft_shadow_size = 0.0;
  2195. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2196. }
  2197. } else if (type == RS::LIGHT_SPOT) {
  2198. Transform modelview = (inverse_transform * light_transform).inverse();
  2199. CameraMatrix bias;
  2200. bias.set_light_bias();
  2201. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2202. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  2203. if (size > 0.0) {
  2204. CameraMatrix cm = li->shadow_transform[0].camera;
  2205. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2206. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2207. } else {
  2208. light_data.soft_shadow_size = 0.0;
  2209. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2210. }
  2211. }
  2212. } else {
  2213. light_data.shadow_enabled = false;
  2214. }
  2215. li->light_index = index;
  2216. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2217. r_positional_light_count++;
  2218. }
  2219. //update without barriers
  2220. if (cluster.omni_light_count) {
  2221. 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);
  2222. }
  2223. if (cluster.spot_light_count) {
  2224. 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);
  2225. }
  2226. if (r_directional_light_count) {
  2227. 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);
  2228. }
  2229. }
  2230. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform) {
  2231. Transform uv_xform;
  2232. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2233. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2234. uint32_t decal_count = p_decals.size();
  2235. cluster.decal_count = 0;
  2236. for (uint32_t i = 0; i < decal_count; i++) {
  2237. if (cluster.decal_count == cluster.max_decals) {
  2238. break;
  2239. }
  2240. DecalInstance *di = decal_instance_owner.getornull(p_decals[i]);
  2241. if (!di) {
  2242. continue;
  2243. }
  2244. RID decal = di->decal;
  2245. Transform xform = di->transform;
  2246. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2247. if (storage->decal_is_distance_fade_enabled(decal)) {
  2248. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2249. float fade_length = storage->decal_get_distance_fade_length(decal);
  2250. if (distance > fade_begin) {
  2251. if (distance > fade_begin + fade_length) {
  2252. continue; // do not use this decal, its invisible
  2253. }
  2254. }
  2255. }
  2256. cluster.decal_sort[cluster.decal_count].instance = di;
  2257. cluster.decal_sort[cluster.decal_count].depth = distance;
  2258. cluster.decal_count++;
  2259. }
  2260. if (cluster.decal_count > 0) {
  2261. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2262. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2263. }
  2264. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2265. DecalInstance *di = cluster.decal_sort[i].instance;
  2266. RID decal = di->decal;
  2267. Transform xform = di->transform;
  2268. float fade = 1.0;
  2269. if (storage->decal_is_distance_fade_enabled(decal)) {
  2270. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2271. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2272. float fade_length = storage->decal_get_distance_fade_length(decal);
  2273. if (distance > fade_begin) {
  2274. fade = 1.0 - (distance - fade_begin) / fade_length;
  2275. }
  2276. }
  2277. Cluster::DecalData &dd = cluster.decals[i];
  2278. Vector3 decal_extents = storage->decal_get_extents(decal);
  2279. Transform scale_xform;
  2280. scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
  2281. Transform to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2282. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  2283. Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
  2284. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2285. dd.normal[0] = normal.x;
  2286. dd.normal[1] = normal.y;
  2287. dd.normal[2] = normal.z;
  2288. dd.normal_fade = storage->decal_get_normal_fade(decal);
  2289. RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2290. RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2291. if (albedo_tex.is_valid()) {
  2292. Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
  2293. dd.albedo_rect[0] = rect.position.x;
  2294. dd.albedo_rect[1] = rect.position.y;
  2295. dd.albedo_rect[2] = rect.size.x;
  2296. dd.albedo_rect[3] = rect.size.y;
  2297. } else {
  2298. if (!emission_tex.is_valid()) {
  2299. continue; //no albedo, no emission, no decal.
  2300. }
  2301. dd.albedo_rect[0] = 0;
  2302. dd.albedo_rect[1] = 0;
  2303. dd.albedo_rect[2] = 0;
  2304. dd.albedo_rect[3] = 0;
  2305. }
  2306. RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2307. if (normal_tex.is_valid()) {
  2308. Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
  2309. dd.normal_rect[0] = rect.position.x;
  2310. dd.normal_rect[1] = rect.position.y;
  2311. dd.normal_rect[2] = rect.size.x;
  2312. dd.normal_rect[3] = rect.size.y;
  2313. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2314. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  2315. } else {
  2316. dd.normal_rect[0] = 0;
  2317. dd.normal_rect[1] = 0;
  2318. dd.normal_rect[2] = 0;
  2319. dd.normal_rect[3] = 0;
  2320. }
  2321. RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2322. if (orm_tex.is_valid()) {
  2323. Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
  2324. dd.orm_rect[0] = rect.position.x;
  2325. dd.orm_rect[1] = rect.position.y;
  2326. dd.orm_rect[2] = rect.size.x;
  2327. dd.orm_rect[3] = rect.size.y;
  2328. } else {
  2329. dd.orm_rect[0] = 0;
  2330. dd.orm_rect[1] = 0;
  2331. dd.orm_rect[2] = 0;
  2332. dd.orm_rect[3] = 0;
  2333. }
  2334. if (emission_tex.is_valid()) {
  2335. Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
  2336. dd.emission_rect[0] = rect.position.x;
  2337. dd.emission_rect[1] = rect.position.y;
  2338. dd.emission_rect[2] = rect.size.x;
  2339. dd.emission_rect[3] = rect.size.y;
  2340. } else {
  2341. dd.emission_rect[0] = 0;
  2342. dd.emission_rect[1] = 0;
  2343. dd.emission_rect[2] = 0;
  2344. dd.emission_rect[3] = 0;
  2345. }
  2346. Color modulate = storage->decal_get_modulate(decal);
  2347. dd.modulate[0] = modulate.r;
  2348. dd.modulate[1] = modulate.g;
  2349. dd.modulate[2] = modulate.b;
  2350. dd.modulate[3] = modulate.a * fade;
  2351. dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
  2352. dd.albedo_mix = storage->decal_get_albedo_mix(decal);
  2353. dd.mask = storage->decal_get_cull_mask(decal);
  2354. dd.upper_fade = storage->decal_get_upper_fade(decal);
  2355. dd.lower_fade = storage->decal_get_lower_fade(decal);
  2356. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2357. }
  2358. if (cluster.decal_count > 0) {
  2359. 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);
  2360. }
  2361. }
  2362. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  2363. ERR_FAIL_COND(!rb->volumetric_fog);
  2364. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  2365. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  2366. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  2367. if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  2368. RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
  2369. }
  2370. if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
  2371. RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
  2372. }
  2373. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2374. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  2375. }
  2376. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  2377. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  2378. }
  2379. memdelete(rb->volumetric_fog);
  2380. rb->volumetric_fog = nullptr;
  2381. }
  2382. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
  2383. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  2384. RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
  2385. ERR_FAIL_COND(!rb);
  2386. RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
  2387. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  2388. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  2389. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  2390. if (rb->volumetric_fog) {
  2391. //validate
  2392. 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) {
  2393. _volumetric_fog_erase(rb);
  2394. _render_buffers_uniform_set_changed(p_render_buffers);
  2395. }
  2396. }
  2397. if (!env || !env->volumetric_fog_enabled) {
  2398. //no reason to enable or update, bye
  2399. return;
  2400. }
  2401. RENDER_TIMESTAMP(">Volumetric Fog");
  2402. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  2403. //required volumetric fog but not existing, create
  2404. rb->volumetric_fog = memnew(VolumetricFog);
  2405. rb->volumetric_fog->width = target_width;
  2406. rb->volumetric_fog->height = target_height;
  2407. rb->volumetric_fog->depth = volumetric_fog_depth;
  2408. RD::TextureFormat tf;
  2409. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2410. tf.width = target_width;
  2411. tf.height = target_height;
  2412. tf.depth = volumetric_fog_depth;
  2413. tf.texture_type = RD::TEXTURE_TYPE_3D;
  2414. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  2415. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2416. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2417. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2418. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  2419. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  2420. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2421. _render_buffers_uniform_set_changed(p_render_buffers);
  2422. Vector<RD::Uniform> uniforms;
  2423. {
  2424. RD::Uniform u;
  2425. u.binding = 0;
  2426. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2427. u.ids.push_back(rb->volumetric_fog->fog_map);
  2428. uniforms.push_back(u);
  2429. }
  2430. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  2431. }
  2432. //update volumetric fog
  2433. if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
  2434. //re create uniform set if needed
  2435. Vector<RD::Uniform> uniforms;
  2436. {
  2437. RD::Uniform u;
  2438. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2439. u.binding = 1;
  2440. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  2441. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  2442. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2443. } else {
  2444. u.ids.push_back(shadow_atlas->depth);
  2445. }
  2446. uniforms.push_back(u);
  2447. }
  2448. {
  2449. RD::Uniform u;
  2450. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2451. u.binding = 2;
  2452. if (directional_shadow.depth.is_valid()) {
  2453. u.ids.push_back(directional_shadow.depth);
  2454. } else {
  2455. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2456. }
  2457. uniforms.push_back(u);
  2458. }
  2459. {
  2460. RD::Uniform u;
  2461. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2462. u.binding = 3;
  2463. u.ids.push_back(get_omni_light_buffer());
  2464. uniforms.push_back(u);
  2465. }
  2466. {
  2467. RD::Uniform u;
  2468. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2469. u.binding = 4;
  2470. u.ids.push_back(get_spot_light_buffer());
  2471. uniforms.push_back(u);
  2472. }
  2473. {
  2474. RD::Uniform u;
  2475. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2476. u.binding = 5;
  2477. u.ids.push_back(get_directional_light_buffer());
  2478. uniforms.push_back(u);
  2479. }
  2480. {
  2481. RD::Uniform u;
  2482. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2483. u.binding = 6;
  2484. u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
  2485. uniforms.push_back(u);
  2486. }
  2487. {
  2488. RD::Uniform u;
  2489. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2490. u.binding = 7;
  2491. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2492. uniforms.push_back(u);
  2493. }
  2494. {
  2495. RD::Uniform u;
  2496. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2497. u.binding = 8;
  2498. u.ids.push_back(rb->volumetric_fog->light_density_map);
  2499. uniforms.push_back(u);
  2500. }
  2501. {
  2502. RD::Uniform u;
  2503. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2504. u.binding = 9;
  2505. u.ids.push_back(rb->volumetric_fog->fog_map);
  2506. uniforms.push_back(u);
  2507. }
  2508. {
  2509. RD::Uniform u;
  2510. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2511. u.binding = 10;
  2512. u.ids.push_back(shadow_sampler);
  2513. uniforms.push_back(u);
  2514. }
  2515. {
  2516. RD::Uniform u;
  2517. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2518. u.binding = 11;
  2519. u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
  2520. uniforms.push_back(u);
  2521. }
  2522. {
  2523. RD::Uniform u;
  2524. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2525. u.binding = 12;
  2526. for (int i = 0; i < RendererSceneGIRD::MAX_GIPROBES; i++) {
  2527. u.ids.push_back(rb->gi.giprobe_textures[i]);
  2528. }
  2529. uniforms.push_back(u);
  2530. }
  2531. {
  2532. RD::Uniform u;
  2533. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  2534. u.binding = 13;
  2535. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  2536. uniforms.push_back(u);
  2537. }
  2538. {
  2539. RD::Uniform u;
  2540. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2541. u.binding = 14;
  2542. u.ids.push_back(volumetric_fog.params_ubo);
  2543. uniforms.push_back(u);
  2544. }
  2545. {
  2546. RD::Uniform u;
  2547. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2548. u.binding = 15;
  2549. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  2550. uniforms.push_back(u);
  2551. }
  2552. rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  2553. SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
  2554. rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
  2555. }
  2556. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  2557. if (using_sdfgi) {
  2558. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  2559. Vector<RD::Uniform> uniforms;
  2560. {
  2561. RD::Uniform u;
  2562. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2563. u.binding = 0;
  2564. u.ids.push_back(gi.sdfgi_ubo);
  2565. uniforms.push_back(u);
  2566. }
  2567. {
  2568. RD::Uniform u;
  2569. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2570. u.binding = 1;
  2571. u.ids.push_back(rb->sdfgi->ambient_texture);
  2572. uniforms.push_back(u);
  2573. }
  2574. {
  2575. RD::Uniform u;
  2576. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2577. u.binding = 2;
  2578. u.ids.push_back(rb->sdfgi->occlusion_texture);
  2579. uniforms.push_back(u);
  2580. }
  2581. rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
  2582. }
  2583. }
  2584. rb->volumetric_fog->length = env->volumetric_fog_length;
  2585. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  2586. VolumetricFogShader::ParamsUBO params;
  2587. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  2588. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  2589. float z_near = p_cam_projection.get_z_near();
  2590. float z_far = p_cam_projection.get_z_far();
  2591. float fog_end = env->volumetric_fog_length;
  2592. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  2593. Vector2 fog_near_size;
  2594. if (p_cam_projection.is_orthogonal()) {
  2595. fog_near_size = fog_far_size;
  2596. } else {
  2597. fog_near_size = Vector2();
  2598. }
  2599. params.fog_frustum_size_begin[0] = fog_near_size.x;
  2600. params.fog_frustum_size_begin[1] = fog_near_size.y;
  2601. params.fog_frustum_size_end[0] = fog_far_size.x;
  2602. params.fog_frustum_size_end[1] = fog_far_size.y;
  2603. params.z_near = z_near;
  2604. params.z_far = z_far;
  2605. params.fog_frustum_end = fog_end;
  2606. params.fog_volume_size[0] = rb->volumetric_fog->width;
  2607. params.fog_volume_size[1] = rb->volumetric_fog->height;
  2608. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  2609. params.directional_light_count = p_directional_light_count;
  2610. Color light = env->volumetric_fog_light.to_linear();
  2611. params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
  2612. params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
  2613. params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
  2614. params.base_density = env->volumetric_fog_density;
  2615. params.detail_spread = env->volumetric_fog_detail_spread;
  2616. params.gi_inject = env->volumetric_fog_gi_inject;
  2617. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  2618. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  2619. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  2620. params.cam_rotation[3] = 0;
  2621. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  2622. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  2623. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  2624. params.cam_rotation[7] = 0;
  2625. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  2626. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  2627. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  2628. params.cam_rotation[11] = 0;
  2629. params.filter_axis = 0;
  2630. params.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
  2631. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  2632. Transform to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  2633. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  2634. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  2635. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  2636. {
  2637. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  2638. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  2639. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  2640. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  2641. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
  2642. params.cluster_width = cluster_screen_width;
  2643. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  2644. params.screen_size[0] = rb->width;
  2645. params.screen_size[1] = rb->height;
  2646. }
  2647. /* Vector2 dssize = directional_shadow_get_size();
  2648. push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
  2649. push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
  2650. */
  2651. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  2652. RENDER_TIMESTAMP("Render Fog");
  2653. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  2654. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  2655. bool use_filter = volumetric_fog_filter_active;
  2656. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
  2657. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  2658. if (using_sdfgi) {
  2659. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  2660. }
  2661. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  2662. RD::get_singleton()->draw_command_end_label();
  2663. RD::get_singleton()->compute_list_end();
  2664. RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
  2665. compute_list = RD::get_singleton()->compute_list_begin();
  2666. if (use_filter) {
  2667. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  2668. RENDER_TIMESTAMP("Filter Fog");
  2669. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  2670. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  2671. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  2672. RD::get_singleton()->compute_list_end();
  2673. //need restart for buffer update
  2674. params.filter_axis = 1;
  2675. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  2676. compute_list = RD::get_singleton()->compute_list_begin();
  2677. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
  2678. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
  2679. if (using_sdfgi) {
  2680. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  2681. }
  2682. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  2683. RD::get_singleton()->compute_list_add_barrier(compute_list);
  2684. RD::get_singleton()->draw_command_end_label();
  2685. }
  2686. RENDER_TIMESTAMP("Integrate Fog");
  2687. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  2688. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
  2689. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
  2690. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  2691. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  2692. RENDER_TIMESTAMP("<Volumetric Fog");
  2693. RD::get_singleton()->draw_command_end_label();
  2694. rb->volumetric_fog->prev_cam_transform = p_cam_transform;
  2695. }
  2696. uint32_t RendererSceneRenderRD::_get_render_state_directional_light_count() const {
  2697. return render_state.directional_light_count;
  2698. }
  2699. bool RendererSceneRenderRD::_needs_post_prepass_render(bool p_use_gi) {
  2700. if (render_state.render_buffers.is_valid()) {
  2701. RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
  2702. if (rb->sdfgi != nullptr) {
  2703. return true;
  2704. }
  2705. }
  2706. return false;
  2707. }
  2708. void RendererSceneRenderRD::_post_prepass_render(bool p_use_gi) {
  2709. if (render_state.render_buffers.is_valid()) {
  2710. if (p_use_gi) {
  2711. RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
  2712. ERR_FAIL_COND(rb == nullptr);
  2713. if (rb->sdfgi == nullptr) {
  2714. return;
  2715. }
  2716. RendererSceneEnvironmentRD *env = environment_owner.getornull(render_state.environment);
  2717. rb->sdfgi->update_probes(env, sky.sky_owner.getornull(env->sky));
  2718. }
  2719. }
  2720. }
  2721. void RendererSceneRenderRD::_pre_resolve_render(bool p_use_gi) {
  2722. if (render_state.render_buffers.is_valid()) {
  2723. if (p_use_gi) {
  2724. RD::get_singleton()->compute_list_end();
  2725. }
  2726. }
  2727. }
  2728. void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer) {
  2729. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  2730. if (render_state.render_buffers.is_valid() && p_use_gi) {
  2731. RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
  2732. ERR_FAIL_COND(rb == nullptr);
  2733. if (rb->sdfgi == nullptr) {
  2734. return;
  2735. }
  2736. rb->sdfgi->store_probes();
  2737. }
  2738. render_state.cube_shadows.clear();
  2739. render_state.shadows.clear();
  2740. render_state.directional_shadows.clear();
  2741. Plane camera_plane(render_state.cam_transform.origin, -render_state.cam_transform.basis.get_axis(Vector3::AXIS_Z));
  2742. float lod_distance_multiplier = render_state.cam_projection.get_lod_multiplier();
  2743. {
  2744. for (int i = 0; i < render_state.render_shadow_count; i++) {
  2745. LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light);
  2746. if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  2747. render_state.directional_shadows.push_back(i);
  2748. } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  2749. render_state.cube_shadows.push_back(i);
  2750. } else {
  2751. render_state.shadows.push_back(i);
  2752. }
  2753. }
  2754. //cube shadows are rendered in their own way
  2755. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  2756. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, render_state.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, render_state.screen_lod_threshold, true, true, true);
  2757. }
  2758. if (render_state.directional_shadows.size()) {
  2759. //open the pass for directional shadows
  2760. _update_directional_shadow_atlas();
  2761. 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);
  2762. RD::get_singleton()->draw_list_end();
  2763. }
  2764. }
  2765. // Render GI
  2766. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  2767. bool render_gi = render_state.render_buffers.is_valid() && p_use_gi;
  2768. if (render_shadows && render_gi) {
  2769. RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
  2770. } else if (render_shadows) {
  2771. RENDER_TIMESTAMP("Render Shadows");
  2772. } else if (render_gi) {
  2773. RENDER_TIMESTAMP("Render GI");
  2774. }
  2775. //prepare shadow rendering
  2776. if (render_shadows) {
  2777. _render_shadow_begin();
  2778. //render directional shadows
  2779. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  2780. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, render_state.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, render_state.screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false);
  2781. }
  2782. //render positional shadows
  2783. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  2784. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, render_state.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, render_state.screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true);
  2785. }
  2786. _render_shadow_process();
  2787. }
  2788. //start GI
  2789. if (render_gi) {
  2790. gi.process_gi(render_state.render_buffers, p_normal_roughness_buffer, p_gi_probe_buffer, render_state.environment, render_state.cam_projection, render_state.cam_transform, *render_state.gi_probes, this);
  2791. }
  2792. //Do shadow rendering (in parallel with GI)
  2793. if (render_shadows) {
  2794. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  2795. }
  2796. if (render_gi) {
  2797. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  2798. }
  2799. if (render_state.render_buffers.is_valid()) {
  2800. if (p_use_ssao) {
  2801. _process_ssao(render_state.render_buffers, render_state.environment, p_normal_roughness_buffer, render_state.cam_projection);
  2802. }
  2803. }
  2804. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  2805. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  2806. if (current_cluster_builder) {
  2807. current_cluster_builder->begin(render_state.cam_transform, render_state.cam_projection, !render_state.reflection_probe.is_valid());
  2808. }
  2809. bool using_shadows = true;
  2810. if (render_state.reflection_probe.is_valid()) {
  2811. if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(render_state.reflection_probe))) {
  2812. using_shadows = false;
  2813. }
  2814. } else {
  2815. //do not render reflections when rendering a reflection probe
  2816. _setup_reflections(*render_state.reflection_probes, render_state.cam_transform.affine_inverse(), render_state.environment);
  2817. }
  2818. uint32_t directional_light_count = 0;
  2819. uint32_t positional_light_count = 0;
  2820. _setup_lights(*render_state.lights, render_state.cam_transform, render_state.shadow_atlas, using_shadows, directional_light_count, positional_light_count);
  2821. _setup_decals(*render_state.decals, render_state.cam_transform.affine_inverse());
  2822. render_state.directional_light_count = directional_light_count;
  2823. if (current_cluster_builder) {
  2824. current_cluster_builder->bake_cluster();
  2825. }
  2826. if (render_state.render_buffers.is_valid()) {
  2827. bool directional_shadows = false;
  2828. for (uint32_t i = 0; i < directional_light_count; i++) {
  2829. if (cluster.directional_lights[i].shadow_enabled) {
  2830. directional_shadows = true;
  2831. break;
  2832. }
  2833. }
  2834. if (is_volumetric_supported()) {
  2835. _update_volumetric_fog(render_state.render_buffers, render_state.environment, render_state.cam_projection, render_state.cam_transform, render_state.shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.gi_probe_count);
  2836. }
  2837. }
  2838. }
  2839. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data) {
  2840. // getting this here now so we can direct call a bunch of things more easily
  2841. RenderBuffers *rb = nullptr;
  2842. if (p_render_buffers.is_valid()) {
  2843. rb = render_buffers_owner.getornull(p_render_buffers);
  2844. ERR_FAIL_COND(!rb); // !BAS! Do we fail here or skip the parts that won't work. can't really see a case why we would be rendering without buffers....
  2845. }
  2846. //assign render data
  2847. {
  2848. render_state.render_buffers = p_render_buffers;
  2849. render_state.cam_transform = p_cam_transform;
  2850. render_state.cam_projection = p_cam_projection;
  2851. render_state.cam_ortogonal = p_cam_projection.is_orthogonal();
  2852. render_state.instances = &p_instances;
  2853. render_state.lights = &p_lights;
  2854. render_state.reflection_probes = &p_reflection_probes;
  2855. render_state.gi_probes = &p_gi_probes;
  2856. render_state.decals = &p_decals;
  2857. render_state.lightmaps = &p_lightmaps;
  2858. render_state.environment = p_environment;
  2859. render_state.camera_effects = p_camera_effects;
  2860. render_state.shadow_atlas = p_shadow_atlas;
  2861. render_state.reflection_atlas = p_reflection_atlas;
  2862. render_state.reflection_probe = p_reflection_probe;
  2863. render_state.reflection_probe_pass = p_reflection_probe_pass;
  2864. render_state.screen_lod_threshold = p_screen_lod_threshold;
  2865. render_state.render_shadows = p_render_shadows;
  2866. render_state.render_shadow_count = p_render_shadow_count;
  2867. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  2868. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  2869. render_state.sdfgi_update_data = p_sdfgi_update_data;
  2870. }
  2871. PagedArray<RID> empty;
  2872. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  2873. render_state.lights = &empty;
  2874. render_state.reflection_probes = &empty;
  2875. render_state.gi_probes = &empty;
  2876. }
  2877. //sdfgi first
  2878. if (rb != nullptr && rb->sdfgi != nullptr) {
  2879. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  2880. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  2881. }
  2882. if (render_state.sdfgi_update_data->update_static) {
  2883. 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);
  2884. }
  2885. }
  2886. Color clear_color;
  2887. if (p_render_buffers.is_valid()) {
  2888. clear_color = storage->render_target_get_clear_request_color(rb->render_target);
  2889. } else {
  2890. clear_color = storage->get_default_clear_color();
  2891. }
  2892. //assign render indices to giprobes
  2893. for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
  2894. RendererSceneGIRD::GIProbeInstance *giprobe_inst = gi.gi_probe_instance_owner.getornull(p_gi_probes[i]);
  2895. if (giprobe_inst) {
  2896. giprobe_inst->render_index = i;
  2897. }
  2898. }
  2899. if (render_buffers_owner.owns(render_state.render_buffers)) {
  2900. // render_state.render_buffers == p_render_buffers so we can use our already retrieved rb
  2901. current_cluster_builder = rb->cluster_builder;
  2902. } else if (reflection_probe_instance_owner.owns(render_state.reflection_probe)) {
  2903. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_state.reflection_probe);
  2904. ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas);
  2905. if (!ra) {
  2906. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  2907. current_cluster_builder = nullptr;
  2908. } else {
  2909. current_cluster_builder = ra->cluster_builder;
  2910. }
  2911. } else {
  2912. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  2913. current_cluster_builder = nullptr;
  2914. }
  2915. if (rb != nullptr && rb->sdfgi != nullptr) {
  2916. rb->sdfgi->update_cascades();
  2917. rb->sdfgi->pre_process_gi(p_cam_transform, this);
  2918. }
  2919. render_state.gi_probe_count = 0;
  2920. if (rb != nullptr && rb->sdfgi != nullptr) {
  2921. gi.setup_giprobes(render_state.render_buffers, render_state.cam_transform, *render_state.gi_probes, render_state.gi_probe_count, this);
  2922. rb->sdfgi->update_light();
  2923. }
  2924. render_state.depth_prepass_used = false;
  2925. //calls _pre_opaque_render between depth pre-pass and opaque pass
  2926. _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, current_cluster_builder->get_cluster_buffer(), current_cluster_builder->get_cluster_size(), current_cluster_builder->get_max_cluster_elements(), p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
  2927. if (p_render_buffers.is_valid()) {
  2928. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
  2929. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  2930. switch (debug_draw) {
  2931. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  2932. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  2933. break;
  2934. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  2935. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  2936. break;
  2937. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  2938. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  2939. break;
  2940. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  2941. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  2942. break;
  2943. default: {
  2944. }
  2945. }
  2946. current_cluster_builder->debug(elem_type);
  2947. }
  2948. RENDER_TIMESTAMP("Tonemap");
  2949. _render_buffers_post_process_and_tonemap(p_render_buffers, p_environment, p_camera_effects, p_cam_projection);
  2950. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas);
  2951. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  2952. rb->sdfgi->debug_draw(p_cam_projection, p_cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
  2953. }
  2954. }
  2955. }
  2956. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region) {
  2957. LightInstance *light_instance = light_instance_owner.getornull(p_light);
  2958. ERR_FAIL_COND(!light_instance);
  2959. Rect2i atlas_rect;
  2960. uint32_t atlas_size;
  2961. RID atlas_fb;
  2962. bool using_dual_paraboloid = false;
  2963. bool using_dual_paraboloid_flip = false;
  2964. RID render_fb;
  2965. RID render_texture;
  2966. float zfar;
  2967. bool use_pancake = false;
  2968. bool render_cubemap = false;
  2969. bool finalize_cubemap = false;
  2970. bool flip_y = false;
  2971. CameraMatrix light_projection;
  2972. Transform light_transform;
  2973. if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  2974. //set pssm stuff
  2975. if (light_instance->last_scene_shadow_pass != scene_pass) {
  2976. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  2977. directional_shadow.current_light++;
  2978. light_instance->last_scene_shadow_pass = scene_pass;
  2979. }
  2980. use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  2981. light_projection = light_instance->shadow_transform[p_pass].camera;
  2982. light_transform = light_instance->shadow_transform[p_pass].transform;
  2983. atlas_rect.position.x = light_instance->directional_rect.position.x;
  2984. atlas_rect.position.y = light_instance->directional_rect.position.y;
  2985. atlas_rect.size.width = light_instance->directional_rect.size.x;
  2986. atlas_rect.size.height = light_instance->directional_rect.size.y;
  2987. if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  2988. atlas_rect.size.width /= 2;
  2989. atlas_rect.size.height /= 2;
  2990. if (p_pass == 1) {
  2991. atlas_rect.position.x += atlas_rect.size.width;
  2992. } else if (p_pass == 2) {
  2993. atlas_rect.position.y += atlas_rect.size.height;
  2994. } else if (p_pass == 3) {
  2995. atlas_rect.position.x += atlas_rect.size.width;
  2996. atlas_rect.position.y += atlas_rect.size.height;
  2997. }
  2998. } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  2999. atlas_rect.size.height /= 2;
  3000. if (p_pass == 0) {
  3001. } else {
  3002. atlas_rect.position.y += atlas_rect.size.height;
  3003. }
  3004. }
  3005. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  3006. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  3007. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  3008. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3009. render_fb = directional_shadow.fb;
  3010. render_texture = RID();
  3011. flip_y = true;
  3012. } else {
  3013. //set from shadow atlas
  3014. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  3015. ERR_FAIL_COND(!shadow_atlas);
  3016. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  3017. _update_shadow_atlas(shadow_atlas);
  3018. uint32_t key = shadow_atlas->shadow_owners[p_light];
  3019. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3020. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3021. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  3022. uint32_t quadrant_size = shadow_atlas->size >> 1;
  3023. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  3024. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  3025. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  3026. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3027. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  3028. atlas_rect.size.width = shadow_size;
  3029. atlas_rect.size.height = shadow_size;
  3030. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  3031. if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  3032. if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3033. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  3034. render_fb = cubemap->side_fb[p_pass];
  3035. render_texture = cubemap->cubemap;
  3036. light_projection = light_instance->shadow_transform[p_pass].camera;
  3037. light_transform = light_instance->shadow_transform[p_pass].transform;
  3038. render_cubemap = true;
  3039. finalize_cubemap = p_pass == 5;
  3040. atlas_fb = shadow_atlas->fb;
  3041. atlas_size = shadow_atlas->size;
  3042. if (p_pass == 0) {
  3043. _render_shadow_begin();
  3044. }
  3045. } else {
  3046. light_projection = light_instance->shadow_transform[0].camera;
  3047. light_transform = light_instance->shadow_transform[0].transform;
  3048. atlas_rect.size.height /= 2;
  3049. atlas_rect.position.y += p_pass * atlas_rect.size.height;
  3050. using_dual_paraboloid = true;
  3051. using_dual_paraboloid_flip = p_pass == 1;
  3052. render_fb = shadow_atlas->fb;
  3053. flip_y = true;
  3054. }
  3055. } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  3056. light_projection = light_instance->shadow_transform[0].camera;
  3057. light_transform = light_instance->shadow_transform[0].transform;
  3058. render_fb = shadow_atlas->fb;
  3059. flip_y = true;
  3060. }
  3061. }
  3062. if (render_cubemap) {
  3063. //rendering to cubemap
  3064. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true);
  3065. if (finalize_cubemap) {
  3066. _render_shadow_process();
  3067. _render_shadow_end();
  3068. //reblit
  3069. Rect2 atlas_rect_norm = atlas_rect;
  3070. atlas_rect_norm.position.x /= float(atlas_size);
  3071. atlas_rect_norm.position.y /= float(atlas_size);
  3072. atlas_rect_norm.size.x /= float(atlas_size);
  3073. atlas_rect_norm.size.y /= float(atlas_size);
  3074. atlas_rect_norm.size.height /= 2;
  3075. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), false);
  3076. atlas_rect_norm.position.y += atlas_rect_norm.size.height;
  3077. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), true);
  3078. //restore transform so it can be properly used
  3079. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  3080. }
  3081. } else {
  3082. //render shadow
  3083. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass);
  3084. }
  3085. }
  3086. void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  3087. _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
  3088. }
  3089. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  3090. ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
  3091. Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  3092. CameraMatrix cm;
  3093. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  3094. Vector3 cam_pos = p_transform.origin;
  3095. cam_pos.y += extents.y;
  3096. Transform cam_xform;
  3097. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  3098. RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
  3099. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  3100. }
  3101. bool RendererSceneRenderRD::free(RID p_rid) {
  3102. if (render_buffers_owner.owns(p_rid)) {
  3103. RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
  3104. _free_render_buffer_data(rb);
  3105. memdelete(rb->data);
  3106. if (rb->sdfgi) {
  3107. rb->sdfgi->erase();
  3108. memdelete(rb->sdfgi);
  3109. rb->sdfgi = nullptr;
  3110. }
  3111. if (rb->volumetric_fog) {
  3112. _volumetric_fog_erase(rb);
  3113. }
  3114. if (rb->cluster_builder) {
  3115. memdelete(rb->cluster_builder);
  3116. }
  3117. render_buffers_owner.free(p_rid);
  3118. } else if (environment_owner.owns(p_rid)) {
  3119. //not much to delete, just free it
  3120. environment_owner.free(p_rid);
  3121. } else if (camera_effects_owner.owns(p_rid)) {
  3122. //not much to delete, just free it
  3123. camera_effects_owner.free(p_rid);
  3124. } else if (reflection_atlas_owner.owns(p_rid)) {
  3125. reflection_atlas_set_size(p_rid, 0, 0);
  3126. ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_rid);
  3127. if (ra->cluster_builder) {
  3128. memdelete(ra->cluster_builder);
  3129. }
  3130. reflection_atlas_owner.free(p_rid);
  3131. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  3132. //not much to delete, just free it
  3133. //ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
  3134. reflection_probe_release_atlas_index(p_rid);
  3135. reflection_probe_instance_owner.free(p_rid);
  3136. } else if (decal_instance_owner.owns(p_rid)) {
  3137. decal_instance_owner.free(p_rid);
  3138. } else if (lightmap_instance_owner.owns(p_rid)) {
  3139. lightmap_instance_owner.free(p_rid);
  3140. } else if (gi.gi_probe_instance_owner.owns(p_rid)) {
  3141. RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_rid);
  3142. if (gi_probe->texture.is_valid()) {
  3143. RD::get_singleton()->free(gi_probe->texture);
  3144. RD::get_singleton()->free(gi_probe->write_buffer);
  3145. }
  3146. for (int i = 0; i < gi_probe->dynamic_maps.size(); i++) {
  3147. RD::get_singleton()->free(gi_probe->dynamic_maps[i].texture);
  3148. RD::get_singleton()->free(gi_probe->dynamic_maps[i].depth);
  3149. }
  3150. gi.gi_probe_instance_owner.free(p_rid);
  3151. } else if (sky.sky_owner.owns(p_rid)) {
  3152. sky.update_dirty_skys();
  3153. sky.free_sky(p_rid);
  3154. } else if (light_instance_owner.owns(p_rid)) {
  3155. LightInstance *light_instance = light_instance_owner.getornull(p_rid);
  3156. //remove from shadow atlases..
  3157. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
  3158. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get());
  3159. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  3160. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  3161. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  3162. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  3163. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  3164. shadow_atlas->shadow_owners.erase(p_rid);
  3165. }
  3166. light_instance_owner.free(p_rid);
  3167. } else if (shadow_atlas_owner.owns(p_rid)) {
  3168. shadow_atlas_set_size(p_rid, 0);
  3169. shadow_atlas_owner.free(p_rid);
  3170. } else {
  3171. return false;
  3172. }
  3173. return true;
  3174. }
  3175. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  3176. debug_draw = p_debug_draw;
  3177. }
  3178. void RendererSceneRenderRD::update() {
  3179. sky.update_dirty_skys();
  3180. }
  3181. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  3182. time = p_time;
  3183. time_step = p_step;
  3184. }
  3185. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  3186. screen_space_roughness_limiter = p_enable;
  3187. screen_space_roughness_limiter_amount = p_amount;
  3188. screen_space_roughness_limiter_limit = p_limit;
  3189. }
  3190. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  3191. return screen_space_roughness_limiter;
  3192. }
  3193. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  3194. return screen_space_roughness_limiter_amount;
  3195. }
  3196. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  3197. return screen_space_roughness_limiter_limit;
  3198. }
  3199. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3200. RD::TextureFormat tf;
  3201. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  3202. tf.width = p_image_size.width; // Always 64x64
  3203. tf.height = p_image_size.height;
  3204. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3205. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3206. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3207. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3208. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3209. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3210. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  3211. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3212. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3213. 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;
  3214. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3215. Vector<RID> fb_tex;
  3216. fb_tex.push_back(albedo_alpha_tex);
  3217. fb_tex.push_back(normal_tex);
  3218. fb_tex.push_back(orm_tex);
  3219. fb_tex.push_back(emission_tex);
  3220. fb_tex.push_back(depth_write_tex);
  3221. fb_tex.push_back(depth_tex);
  3222. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  3223. //RID sampled_light;
  3224. GeometryInstance *gi = geometry_instance_create(p_base);
  3225. uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
  3226. Vector<RID> materials;
  3227. materials.resize(sc);
  3228. for (uint32_t i = 0; i < sc; i++) {
  3229. if (i < (uint32_t)p_material_overrides.size()) {
  3230. materials.write[i] = p_material_overrides[i];
  3231. }
  3232. }
  3233. geometry_instance_set_surface_materials(gi, materials);
  3234. if (cull_argument.size() == 0) {
  3235. cull_argument.push_back(nullptr);
  3236. }
  3237. cull_argument[0] = gi;
  3238. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  3239. geometry_instance_free(gi);
  3240. TypedArray<Image> ret;
  3241. {
  3242. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  3243. Ref<Image> img;
  3244. img.instance();
  3245. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3246. RD::get_singleton()->free(albedo_alpha_tex);
  3247. ret.push_back(img);
  3248. }
  3249. {
  3250. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  3251. Ref<Image> img;
  3252. img.instance();
  3253. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3254. RD::get_singleton()->free(normal_tex);
  3255. ret.push_back(img);
  3256. }
  3257. {
  3258. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  3259. Ref<Image> img;
  3260. img.instance();
  3261. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  3262. RD::get_singleton()->free(orm_tex);
  3263. ret.push_back(img);
  3264. }
  3265. {
  3266. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  3267. Ref<Image> img;
  3268. img.instance();
  3269. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  3270. RD::get_singleton()->free(emission_tex);
  3271. ret.push_back(img);
  3272. }
  3273. RD::get_singleton()->free(depth_write_tex);
  3274. RD::get_singleton()->free(depth_tex);
  3275. return ret;
  3276. }
  3277. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  3278. gi.sdfgi_debug_probe_pos = p_position;
  3279. gi.sdfgi_debug_probe_dir = p_dir;
  3280. }
  3281. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  3282. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  3283. return cluster.reflection_buffer;
  3284. }
  3285. RID RendererSceneRenderRD::get_omni_light_buffer() {
  3286. return cluster.omni_light_buffer;
  3287. }
  3288. RID RendererSceneRenderRD::get_spot_light_buffer() {
  3289. return cluster.spot_light_buffer;
  3290. }
  3291. RID RendererSceneRenderRD::get_directional_light_buffer() {
  3292. return cluster.directional_light_buffer;
  3293. }
  3294. RID RendererSceneRenderRD::get_decal_buffer() {
  3295. return cluster.decal_buffer;
  3296. }
  3297. int RendererSceneRenderRD::get_max_directional_lights() const {
  3298. return cluster.max_directional_lights;
  3299. }
  3300. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  3301. // usable by default (unless low end = true)
  3302. return true;
  3303. }
  3304. bool RendererSceneRenderRD::is_clustered_enabled() const {
  3305. // used by default.
  3306. return true;
  3307. }
  3308. bool RendererSceneRenderRD::is_volumetric_supported() const {
  3309. // usable by default (unless low end = true)
  3310. return true;
  3311. }
  3312. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  3313. max_cluster_elements = GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  3314. storage = p_storage;
  3315. singleton = this;
  3316. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  3317. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  3318. /* SKY SHADER */
  3319. sky.init(storage);
  3320. /* GI */
  3321. if (is_dynamic_gi_supported()) {
  3322. gi.init(storage, &sky);
  3323. }
  3324. { //decals
  3325. cluster.max_decals = max_cluster_elements;
  3326. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  3327. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  3328. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  3329. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  3330. }
  3331. { //reflections
  3332. cluster.max_reflections = max_cluster_elements;
  3333. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  3334. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  3335. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  3336. }
  3337. { //lights
  3338. cluster.max_lights = max_cluster_elements;
  3339. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  3340. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3341. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3342. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3343. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  3344. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  3345. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  3346. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  3347. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  3348. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  3349. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  3350. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  3351. }
  3352. if (is_volumetric_supported()) {
  3353. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  3354. Vector<String> volumetric_fog_modes;
  3355. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  3356. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  3357. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  3358. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  3359. volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
  3360. volumetric_fog.shader_version = volumetric_fog.shader.version_create();
  3361. for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
  3362. volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
  3363. }
  3364. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  3365. }
  3366. {
  3367. RD::SamplerState sampler;
  3368. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  3369. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  3370. sampler.enable_compare = true;
  3371. sampler.compare_op = RD::COMPARE_OP_LESS;
  3372. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  3373. }
  3374. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  3375. 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"));
  3376. 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"));
  3377. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  3378. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  3379. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  3380. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  3381. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  3382. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  3383. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  3384. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  3385. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  3386. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  3387. directional_soft_shadow_kernel = memnew_arr(float, 128);
  3388. penumbra_shadow_kernel = memnew_arr(float, 128);
  3389. soft_shadow_kernel = memnew_arr(float, 128);
  3390. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  3391. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  3392. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  3393. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  3394. cull_argument.set_page_pool(&cull_argument_pool);
  3395. }
  3396. RendererSceneRenderRD::~RendererSceneRenderRD() {
  3397. for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
  3398. RD::get_singleton()->free(E->get().cubemap);
  3399. }
  3400. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  3401. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  3402. }
  3403. if (is_dynamic_gi_supported()) {
  3404. gi.free();
  3405. volumetric_fog.shader.version_free(volumetric_fog.shader_version);
  3406. RD::get_singleton()->free(volumetric_fog.params_ubo);
  3407. }
  3408. RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  3409. sky.sky_shader.shader.version_free(md->shader_data->version);
  3410. RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
  3411. RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
  3412. memdelete_arr(sky.sky_scene_state.directional_lights);
  3413. memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
  3414. storage->free(sky.sky_shader.default_shader);
  3415. storage->free(sky.sky_shader.default_material);
  3416. storage->free(sky.sky_scene_state.fog_shader);
  3417. storage->free(sky.sky_scene_state.fog_material);
  3418. memdelete_arr(directional_penumbra_shadow_kernel);
  3419. memdelete_arr(directional_soft_shadow_kernel);
  3420. memdelete_arr(penumbra_shadow_kernel);
  3421. memdelete_arr(soft_shadow_kernel);
  3422. {
  3423. RD::get_singleton()->free(cluster.directional_light_buffer);
  3424. RD::get_singleton()->free(cluster.omni_light_buffer);
  3425. RD::get_singleton()->free(cluster.spot_light_buffer);
  3426. RD::get_singleton()->free(cluster.reflection_buffer);
  3427. RD::get_singleton()->free(cluster.decal_buffer);
  3428. memdelete_arr(cluster.directional_lights);
  3429. memdelete_arr(cluster.omni_lights);
  3430. memdelete_arr(cluster.spot_lights);
  3431. memdelete_arr(cluster.omni_light_sort);
  3432. memdelete_arr(cluster.spot_light_sort);
  3433. memdelete_arr(cluster.reflections);
  3434. memdelete_arr(cluster.reflection_sort);
  3435. memdelete_arr(cluster.decals);
  3436. memdelete_arr(cluster.decal_sort);
  3437. }
  3438. RD::get_singleton()->free(shadow_sampler);
  3439. directional_shadow_atlas_set_size(0);
  3440. cull_argument.reset(); //avoid exit error
  3441. }