renderer_scene_render_rd.cpp 242 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/renderer_rd/environment/fog.h"
  35. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  37. #include "servers/rendering/rendering_server_default.h"
  38. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  39. const float golden_angle = 2.4;
  40. for (int i = 0; i < p_sample_count; i++) {
  41. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  42. float theta = float(i) * golden_angle;
  43. r_kernel[i * 4] = Math::cos(theta) * r;
  44. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  45. }
  46. }
  47. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  48. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  49. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  50. bool needs_sdfgi = env && env->sdfgi_enabled;
  51. if (!needs_sdfgi) {
  52. if (rb->sdfgi != nullptr) {
  53. //erase it
  54. rb->sdfgi->erase();
  55. memdelete(rb->sdfgi);
  56. rb->sdfgi = nullptr;
  57. }
  58. return;
  59. }
  60. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  61. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  62. if (rb->sdfgi && (rb->sdfgi->num_cascades != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  63. //configuration changed, erase
  64. rb->sdfgi->erase();
  65. memdelete(rb->sdfgi);
  66. rb->sdfgi = nullptr;
  67. }
  68. RendererRD::GI::SDFGI *sdfgi = rb->sdfgi;
  69. if (sdfgi == nullptr) {
  70. // re-create
  71. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  72. } else {
  73. //check for updates
  74. rb->sdfgi->update(env, p_world_position);
  75. }
  76. }
  77. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  78. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  79. ERR_FAIL_COND_V(rb == nullptr, 0);
  80. if (rb->sdfgi == nullptr) {
  81. return 0;
  82. }
  83. int dirty_count = 0;
  84. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  85. const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  86. if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
  87. dirty_count++;
  88. } else {
  89. for (int j = 0; j < 3; j++) {
  90. if (c.dirty_regions[j] != 0) {
  91. dirty_count++;
  92. }
  93. }
  94. }
  95. }
  96. return dirty_count;
  97. }
  98. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  99. AABB bounds;
  100. Vector3i from;
  101. Vector3i size;
  102. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  103. ERR_FAIL_COND_V(rb == nullptr, AABB());
  104. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  105. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  106. ERR_FAIL_COND_V(c == -1, AABB());
  107. return bounds;
  108. }
  109. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  110. AABB bounds;
  111. Vector3i from;
  112. Vector3i size;
  113. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  114. ERR_FAIL_COND_V(rb == nullptr, -1);
  115. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  116. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  117. }
  118. RID RendererSceneRenderRD::sky_allocate() {
  119. return sky.allocate_sky_rid();
  120. }
  121. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  122. sky.initialize_sky_rid(p_rid);
  123. }
  124. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  125. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  126. }
  127. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  128. sky.sky_set_mode(p_sky, p_mode);
  129. }
  130. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  131. sky.sky_set_material(p_sky, p_material);
  132. }
  133. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  134. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  135. }
  136. RID RendererSceneRenderRD::environment_allocate() {
  137. return environment_owner.allocate_rid();
  138. }
  139. void RendererSceneRenderRD::environment_initialize(RID p_rid) {
  140. environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
  141. }
  142. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  143. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  144. ERR_FAIL_COND(!env);
  145. env->background = p_bg;
  146. }
  147. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  148. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  149. ERR_FAIL_COND(!env);
  150. env->sky = p_sky;
  151. }
  152. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  153. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  154. ERR_FAIL_COND(!env);
  155. env->sky_custom_fov = p_scale;
  156. }
  157. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  158. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  159. ERR_FAIL_COND(!env);
  160. env->sky_orientation = p_orientation;
  161. }
  162. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  163. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  164. ERR_FAIL_COND(!env);
  165. env->bg_color = p_color;
  166. }
  167. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  168. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  169. ERR_FAIL_COND(!env);
  170. env->bg_energy = p_energy;
  171. }
  172. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  173. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  174. ERR_FAIL_COND(!env);
  175. env->canvas_max_layer = p_max_layer;
  176. }
  177. void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
  178. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  179. ERR_FAIL_COND(!env);
  180. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source);
  181. }
  182. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  183. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  184. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  185. return env->background;
  186. }
  187. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  188. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  189. ERR_FAIL_COND_V(!env, RID());
  190. return env->sky;
  191. }
  192. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  193. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  194. ERR_FAIL_COND_V(!env, 0);
  195. return env->sky_custom_fov;
  196. }
  197. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  198. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  199. ERR_FAIL_COND_V(!env, Basis());
  200. return env->sky_orientation;
  201. }
  202. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  203. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  204. ERR_FAIL_COND_V(!env, Color());
  205. return env->bg_color;
  206. }
  207. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  208. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  209. ERR_FAIL_COND_V(!env, 0);
  210. return env->bg_energy;
  211. }
  212. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  213. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  214. ERR_FAIL_COND_V(!env, 0);
  215. return env->canvas_max_layer;
  216. }
  217. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  218. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  219. ERR_FAIL_COND_V(!env, Color());
  220. return env->ambient_light;
  221. }
  222. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  223. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  224. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  225. return env->ambient_source;
  226. }
  227. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  228. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  229. ERR_FAIL_COND_V(!env, 0);
  230. return env->ambient_light_energy;
  231. }
  232. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  233. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  234. ERR_FAIL_COND_V(!env, 0);
  235. return env->ambient_sky_contribution;
  236. }
  237. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  238. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  239. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  240. return env->reflection_source;
  241. }
  242. void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
  243. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  244. ERR_FAIL_COND(!env);
  245. env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
  246. }
  247. void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
  248. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  249. ERR_FAIL_COND(!env);
  250. env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap, p_glow_map_strength, p_glow_map);
  251. }
  252. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  253. glow_bicubic_upscale = p_enable;
  254. }
  255. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  256. glow_high_quality = p_enable;
  257. }
  258. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  259. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  260. ERR_FAIL_COND(!env);
  261. if (!is_dynamic_gi_supported()) {
  262. return;
  263. }
  264. env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
  265. }
  266. void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
  267. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  268. ERR_FAIL_COND(!env);
  269. env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective);
  270. }
  271. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  272. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  273. ERR_FAIL_COND_V(!env, false);
  274. return env->fog_enabled;
  275. }
  276. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  277. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  278. ERR_FAIL_COND_V(!env, Color());
  279. return env->fog_light_color;
  280. }
  281. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  282. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  283. ERR_FAIL_COND_V(!env, 0);
  284. return env->fog_light_energy;
  285. }
  286. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  287. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  288. ERR_FAIL_COND_V(!env, 0);
  289. return env->fog_sun_scatter;
  290. }
  291. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  292. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  293. ERR_FAIL_COND_V(!env, 0);
  294. return env->fog_density;
  295. }
  296. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  297. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  298. ERR_FAIL_COND_V(!env, 0);
  299. return env->fog_height;
  300. }
  301. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  302. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  303. ERR_FAIL_COND_V(!env, 0);
  304. return env->fog_height_density;
  305. }
  306. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  307. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  308. ERR_FAIL_COND_V(!env, 0);
  309. return env->fog_aerial_perspective;
  310. }
  311. void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
  312. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  313. ERR_FAIL_COND(!env);
  314. if (!is_volumetric_supported()) {
  315. return;
  316. }
  317. env->set_volumetric_fog(p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject);
  318. }
  319. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  320. volumetric_fog_size = p_size;
  321. volumetric_fog_depth = p_depth;
  322. }
  323. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  324. volumetric_fog_filter_active = p_enable;
  325. }
  326. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  327. gi.sdfgi_ray_count = p_ray_count;
  328. }
  329. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  330. gi.sdfgi_frames_to_converge = p_frames;
  331. }
  332. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  333. gi.sdfgi_frames_to_update_light = p_update;
  334. }
  335. void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
  336. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  337. ERR_FAIL_COND(!env);
  338. env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
  339. }
  340. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  341. ssr_roughness_quality = p_quality;
  342. }
  343. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  344. return ssr_roughness_quality;
  345. }
  346. void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
  347. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  348. ERR_FAIL_COND(!env);
  349. env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
  350. }
  351. void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  352. ssao_quality = p_quality;
  353. ssao_half_size = p_half_size;
  354. ssao_adaptive_target = p_adaptive_target;
  355. ssao_blur_passes = p_blur_passes;
  356. ssao_fadeout_from = p_fadeout_from;
  357. ssao_fadeout_to = p_fadeout_to;
  358. }
  359. void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
  360. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  361. ERR_FAIL_COND(!env);
  362. env->ssil_enabled = p_enable;
  363. env->ssil_radius = p_radius;
  364. env->ssil_intensity = p_intensity;
  365. env->ssil_sharpness = p_sharpness;
  366. env->ssil_normal_rejection = p_normal_rejection;
  367. }
  368. void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
  369. ssil_quality = p_quality;
  370. ssil_half_size = p_half_size;
  371. ssil_adaptive_target = p_adaptive_target;
  372. ssil_blur_passes = p_blur_passes;
  373. ssil_fadeout_from = p_fadeout_from;
  374. ssil_fadeout_to = p_fadeout_to;
  375. }
  376. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  377. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  378. ERR_FAIL_COND_V(!env, false);
  379. return env->ssao_enabled;
  380. }
  381. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  382. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  383. ERR_FAIL_COND_V(!env, 0.0);
  384. return env->ssao_ao_channel_affect;
  385. }
  386. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  387. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  388. ERR_FAIL_COND_V(!env, 0.0);
  389. return env->ssao_direct_light_affect;
  390. }
  391. bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const {
  392. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  393. ERR_FAIL_COND_V(!env, false);
  394. return env->ssil_enabled;
  395. }
  396. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  397. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  398. ERR_FAIL_COND_V(!env, false);
  399. return env->ssr_enabled;
  400. }
  401. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  402. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  403. ERR_FAIL_COND_V(!env, false);
  404. return env->sdfgi_enabled;
  405. }
  406. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  407. return environment_owner.owns(p_env);
  408. }
  409. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  410. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  411. ERR_FAIL_COND_V(!env, Ref<Image>());
  412. RS::EnvironmentBG environment_background = env->background;
  413. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  414. return Ref<Image>(); //nothing to bake
  415. }
  416. RS::EnvironmentAmbientSource ambient_source = env->ambient_source;
  417. bool use_ambient_light = false;
  418. bool use_cube_map = false;
  419. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  420. use_ambient_light = true;
  421. } else {
  422. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  423. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  424. }
  425. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && env->sky.is_valid());
  426. Color ambient_color;
  427. float ambient_color_sky_mix;
  428. if (use_ambient_light) {
  429. ambient_color_sky_mix = env->ambient_sky_contribution;
  430. const float ambient_energy = env->ambient_light_energy;
  431. ambient_color = env->ambient_light;
  432. ambient_color = ambient_color.srgb_to_linear();
  433. ambient_color.r *= ambient_energy;
  434. ambient_color.g *= ambient_energy;
  435. ambient_color.b *= ambient_energy;
  436. }
  437. if (use_cube_map) {
  438. Ref<Image> panorama = sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  439. if (use_ambient_light) {
  440. for (int x = 0; x < p_size.width; x++) {
  441. for (int y = 0; y < p_size.height; y++) {
  442. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  443. }
  444. }
  445. }
  446. return panorama;
  447. } else {
  448. const float bg_energy = env->bg_energy;
  449. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : env->bg_color);
  450. panorama_color = panorama_color.srgb_to_linear();
  451. panorama_color.r *= bg_energy;
  452. panorama_color.g *= bg_energy;
  453. panorama_color.b *= bg_energy;
  454. if (use_ambient_light) {
  455. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  456. }
  457. Ref<Image> panorama;
  458. panorama.instantiate();
  459. panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  460. panorama->fill(panorama_color);
  461. return panorama;
  462. }
  463. return Ref<Image>();
  464. }
  465. ////////////////////////////////////////////////////////////
  466. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  467. FogVolumeInstance fvi;
  468. fvi.volume = p_fog_volume;
  469. return fog_volume_instance_owner.make_rid(fvi);
  470. }
  471. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  472. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  473. ERR_FAIL_COND(!fvi);
  474. fvi->transform = p_transform;
  475. }
  476. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  477. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  478. ERR_FAIL_COND(!fvi);
  479. fvi->active = p_active;
  480. }
  481. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  482. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  483. ERR_FAIL_COND_V(!fvi, RID());
  484. return fvi->volume;
  485. }
  486. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  487. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  488. ERR_FAIL_COND_V(!fvi, Vector3());
  489. return fvi->transform.get_origin();
  490. }
  491. ////////////////////////////////////////////////////////////
  492. RID RendererSceneRenderRD::reflection_atlas_create() {
  493. ReflectionAtlas ra;
  494. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  495. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  496. if (is_clustered_enabled()) {
  497. ra.cluster_builder = memnew(ClusterBuilderRD);
  498. ra.cluster_builder->set_shared(&cluster_builder_shared);
  499. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  500. } else {
  501. ra.cluster_builder = nullptr;
  502. }
  503. return reflection_atlas_owner.make_rid(ra);
  504. }
  505. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  506. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  507. ERR_FAIL_COND(!ra);
  508. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  509. return; //no changes
  510. }
  511. if (ra->cluster_builder) {
  512. // only if we're using our cluster
  513. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  514. }
  515. ra->size = p_reflection_size;
  516. ra->count = p_reflection_count;
  517. if (ra->reflection.is_valid()) {
  518. //clear and invalidate everything
  519. RD::get_singleton()->free(ra->reflection);
  520. ra->reflection = RID();
  521. RD::get_singleton()->free(ra->depth_buffer);
  522. ra->depth_buffer = RID();
  523. for (int i = 0; i < ra->reflections.size(); i++) {
  524. ra->reflections.write[i].data.clear_reflection_data();
  525. if (ra->reflections[i].owner.is_null()) {
  526. continue;
  527. }
  528. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  529. //rp->atlasindex clear
  530. }
  531. ra->reflections.clear();
  532. }
  533. }
  534. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  535. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  536. ERR_FAIL_COND_V(!ra, 0);
  537. return ra->size;
  538. }
  539. ////////////////////////
  540. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  541. ReflectionProbeInstance rpi;
  542. rpi.probe = p_probe;
  543. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  544. return reflection_probe_instance_owner.make_rid(rpi);
  545. }
  546. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  547. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  548. ERR_FAIL_COND(!rpi);
  549. rpi->transform = p_transform;
  550. rpi->dirty = true;
  551. }
  552. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  553. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  554. ERR_FAIL_COND(!rpi);
  555. if (rpi->atlas.is_null()) {
  556. return; //nothing to release
  557. }
  558. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  559. ERR_FAIL_COND(!atlas);
  560. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  561. atlas->reflections.write[rpi->atlas_index].owner = RID();
  562. rpi->atlas_index = -1;
  563. rpi->atlas = RID();
  564. }
  565. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  566. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  567. ERR_FAIL_COND_V(!rpi, false);
  568. if (rpi->rendering) {
  569. return false;
  570. }
  571. if (rpi->dirty) {
  572. return true;
  573. }
  574. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  575. return true;
  576. }
  577. return rpi->atlas_index == -1;
  578. }
  579. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  580. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  581. ERR_FAIL_COND_V(!rpi, false);
  582. return rpi->atlas.is_valid();
  583. }
  584. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  585. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
  586. ERR_FAIL_COND_V(!atlas, false);
  587. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  588. ERR_FAIL_COND_V(!rpi, false);
  589. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  590. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  591. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  592. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  593. }
  594. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
  595. // Invalidate reflection atlas, need to regenerate
  596. RD::get_singleton()->free(atlas->reflection);
  597. atlas->reflection = RID();
  598. for (int i = 0; i < atlas->reflections.size(); i++) {
  599. if (atlas->reflections[i].owner.is_null()) {
  600. continue;
  601. }
  602. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  603. }
  604. atlas->reflections.clear();
  605. }
  606. if (atlas->reflection.is_null()) {
  607. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  608. mipmaps = RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  609. {
  610. //reflection atlas was unused, create:
  611. RD::TextureFormat tf;
  612. tf.array_layers = 6 * atlas->count;
  613. tf.format = _render_buffers_get_color_format();
  614. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  615. tf.mipmaps = mipmaps;
  616. tf.width = atlas->size;
  617. tf.height = atlas->size;
  618. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  619. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  620. }
  621. {
  622. RD::TextureFormat tf;
  623. 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;
  624. tf.width = atlas->size;
  625. tf.height = atlas->size;
  626. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  627. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  628. }
  629. atlas->reflections.resize(atlas->count);
  630. for (int i = 0; i < atlas->count; i++) {
  631. atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
  632. for (int j = 0; j < 6; j++) {
  633. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  634. }
  635. }
  636. Vector<RID> fb;
  637. fb.push_back(atlas->depth_buffer);
  638. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  639. }
  640. if (rpi->atlas_index == -1) {
  641. for (int i = 0; i < atlas->reflections.size(); i++) {
  642. if (atlas->reflections[i].owner.is_null()) {
  643. rpi->atlas_index = i;
  644. break;
  645. }
  646. }
  647. //find the one used last
  648. if (rpi->atlas_index == -1) {
  649. //everything is in use, find the one least used via LRU
  650. uint64_t pass_min = 0;
  651. for (int i = 0; i < atlas->reflections.size(); i++) {
  652. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
  653. if (rpi2->last_pass < pass_min) {
  654. pass_min = rpi2->last_pass;
  655. rpi->atlas_index = i;
  656. }
  657. }
  658. }
  659. }
  660. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  661. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  662. }
  663. rpi->atlas = p_reflection_atlas;
  664. rpi->rendering = true;
  665. rpi->dirty = false;
  666. rpi->processing_layer = 1;
  667. rpi->processing_side = 0;
  668. RD::get_singleton()->draw_command_end_label();
  669. return true;
  670. }
  671. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  672. Vector<RID> fb;
  673. fb.push_back(p_color);
  674. fb.push_back(p_depth);
  675. return RD::get_singleton()->framebuffer_create(fb);
  676. }
  677. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  678. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  679. ERR_FAIL_COND_V(!rpi, false);
  680. ERR_FAIL_COND_V(!rpi->rendering, false);
  681. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  682. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  683. if (!atlas || rpi->atlas_index == -1) {
  684. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  685. rpi->rendering = false;
  686. return false;
  687. }
  688. if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  689. // Using real time reflections, all roughness is done in one step
  690. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false);
  691. rpi->rendering = false;
  692. rpi->processing_side = 0;
  693. rpi->processing_layer = 1;
  694. return true;
  695. }
  696. if (rpi->processing_layer > 1) {
  697. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  698. rpi->processing_layer++;
  699. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  700. rpi->rendering = false;
  701. rpi->processing_side = 0;
  702. rpi->processing_layer = 1;
  703. return true;
  704. }
  705. return false;
  706. } else {
  707. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  708. }
  709. rpi->processing_side++;
  710. if (rpi->processing_side == 6) {
  711. rpi->processing_side = 0;
  712. rpi->processing_layer++;
  713. }
  714. return false;
  715. }
  716. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  717. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  718. ERR_FAIL_COND_V(!rpi, 0);
  719. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  720. ERR_FAIL_COND_V(!atlas, 0);
  721. return atlas->size;
  722. }
  723. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  724. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  725. ERR_FAIL_COND_V(!rpi, RID());
  726. ERR_FAIL_INDEX_V(p_index, 6, RID());
  727. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  728. ERR_FAIL_COND_V(!atlas, RID());
  729. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  730. }
  731. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  732. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  733. ERR_FAIL_COND_V(!rpi, RID());
  734. ERR_FAIL_INDEX_V(p_index, 6, RID());
  735. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  736. ERR_FAIL_COND_V(!atlas, RID());
  737. return atlas->depth_fb;
  738. }
  739. ///////////////////////////////////////////////////////////
  740. RID RendererSceneRenderRD::shadow_atlas_create() {
  741. return shadow_atlas_owner.make_rid(ShadowAtlas());
  742. }
  743. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  744. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  745. RD::TextureFormat tf;
  746. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  747. tf.width = shadow_atlas->size;
  748. tf.height = shadow_atlas->size;
  749. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  750. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  751. Vector<RID> fb_tex;
  752. fb_tex.push_back(shadow_atlas->depth);
  753. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  754. }
  755. }
  756. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  757. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  758. ERR_FAIL_COND(!shadow_atlas);
  759. ERR_FAIL_COND(p_size < 0);
  760. p_size = next_power_of_2(p_size);
  761. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  762. return;
  763. }
  764. // erasing atlas
  765. if (shadow_atlas->depth.is_valid()) {
  766. RD::get_singleton()->free(shadow_atlas->depth);
  767. shadow_atlas->depth = RID();
  768. }
  769. for (int i = 0; i < 4; i++) {
  770. //clear subdivisions
  771. shadow_atlas->quadrants[i].shadows.clear();
  772. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  773. }
  774. //erase shadow atlas reference from lights
  775. for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
  776. LightInstance *li = light_instance_owner.get_or_null(E.key);
  777. ERR_CONTINUE(!li);
  778. li->shadow_atlases.erase(p_atlas);
  779. }
  780. //clear owners
  781. shadow_atlas->shadow_owners.clear();
  782. shadow_atlas->size = p_size;
  783. shadow_atlas->use_16_bits = p_16_bits;
  784. }
  785. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  786. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  787. ERR_FAIL_COND(!shadow_atlas);
  788. ERR_FAIL_INDEX(p_quadrant, 4);
  789. ERR_FAIL_INDEX(p_subdivision, 16384);
  790. uint32_t subdiv = next_power_of_2(p_subdivision);
  791. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  792. subdiv <<= 1;
  793. }
  794. subdiv = int(Math::sqrt((float)subdiv));
  795. //obtain the number that will be x*x
  796. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  797. return;
  798. }
  799. //erase all data from quadrant
  800. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  801. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  802. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  803. LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  804. ERR_CONTINUE(!li);
  805. li->shadow_atlases.erase(p_atlas);
  806. }
  807. }
  808. shadow_atlas->quadrants[p_quadrant].shadows.clear();
  809. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  810. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  811. //cache the smallest subdiv (for faster allocation in light update)
  812. shadow_atlas->smallest_subdiv = 1 << 30;
  813. for (int i = 0; i < 4; i++) {
  814. if (shadow_atlas->quadrants[i].subdivision) {
  815. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  816. }
  817. }
  818. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  819. shadow_atlas->smallest_subdiv = 0;
  820. }
  821. //resort the size orders, simple bublesort for 4 elements..
  822. int swaps = 0;
  823. do {
  824. swaps = 0;
  825. for (int i = 0; i < 3; i++) {
  826. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  827. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  828. swaps++;
  829. }
  830. }
  831. } while (swaps > 0);
  832. }
  833. 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) {
  834. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  835. int qidx = p_in_quadrants[i];
  836. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  837. return false;
  838. }
  839. //look for an empty space
  840. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  841. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  842. int found_free_idx = -1; //found a free one
  843. int found_used_idx = -1; //found existing one, must steal it
  844. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  845. for (int j = 0; j < sc; j++) {
  846. if (!sarr[j].owner.is_valid()) {
  847. found_free_idx = j;
  848. break;
  849. }
  850. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  851. ERR_CONTINUE(!sli);
  852. if (sli->last_scene_pass != scene_pass) {
  853. //was just allocated, don't kill it so soon, wait a bit..
  854. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  855. continue;
  856. }
  857. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  858. found_used_idx = j;
  859. min_pass = sli->last_scene_pass;
  860. }
  861. }
  862. }
  863. if (found_free_idx == -1 && found_used_idx == -1) {
  864. continue; //nothing found
  865. }
  866. if (found_free_idx == -1 && found_used_idx != -1) {
  867. found_free_idx = found_used_idx;
  868. }
  869. r_quadrant = qidx;
  870. r_shadow = found_free_idx;
  871. return true;
  872. }
  873. return false;
  874. }
  875. bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
  876. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  877. int qidx = p_in_quadrants[i];
  878. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  879. return false;
  880. }
  881. //look for an empty space
  882. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  883. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  884. int found_idx = -1;
  885. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  886. for (int j = 0; j < sc - 1; j++) {
  887. uint64_t pass = 0;
  888. if (sarr[j].owner.is_valid()) {
  889. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  890. ERR_CONTINUE(!sli);
  891. if (sli->last_scene_pass == scene_pass) {
  892. continue;
  893. }
  894. //was just allocated, don't kill it so soon, wait a bit..
  895. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  896. continue;
  897. }
  898. pass += sli->last_scene_pass;
  899. }
  900. if (sarr[j + 1].owner.is_valid()) {
  901. LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
  902. ERR_CONTINUE(!sli);
  903. if (sli->last_scene_pass == scene_pass) {
  904. continue;
  905. }
  906. //was just allocated, don't kill it so soon, wait a bit..
  907. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  908. continue;
  909. }
  910. pass += sli->last_scene_pass;
  911. }
  912. if (found_idx == -1 || pass < min_pass) {
  913. found_idx = j;
  914. min_pass = pass;
  915. // we found two empty spots, no need to check the rest
  916. if (pass == 0) {
  917. break;
  918. }
  919. }
  920. }
  921. if (found_idx == -1) {
  922. continue; //nothing found
  923. }
  924. r_quadrant = qidx;
  925. r_shadow = found_idx;
  926. return true;
  927. }
  928. return false;
  929. }
  930. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {
  931. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  932. ERR_FAIL_COND_V(!shadow_atlas, false);
  933. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  934. ERR_FAIL_COND_V(!li, false);
  935. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  936. return false;
  937. }
  938. uint32_t quad_size = shadow_atlas->size >> 1;
  939. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  940. int valid_quadrants[4];
  941. int valid_quadrant_count = 0;
  942. int best_size = -1; //best size found
  943. int best_subdiv = -1; //subdiv for the best size
  944. //find the quadrants this fits into, and the best possible size it can fit into
  945. for (int i = 0; i < 4; i++) {
  946. int q = shadow_atlas->size_order[i];
  947. int sd = shadow_atlas->quadrants[q].subdivision;
  948. if (sd == 0) {
  949. continue; //unused
  950. }
  951. int max_fit = quad_size / sd;
  952. if (best_size != -1 && max_fit > best_size) {
  953. break; //too large
  954. }
  955. valid_quadrants[valid_quadrant_count++] = q;
  956. best_subdiv = sd;
  957. if (max_fit >= desired_fit) {
  958. best_size = max_fit;
  959. }
  960. }
  961. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  962. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  963. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  964. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  965. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  966. int old_subdivision = -1;
  967. bool should_realloc = false;
  968. bool should_redraw = false;
  969. if (shadow_atlas->shadow_owners.has(p_light_instance)) {
  970. old_key = shadow_atlas->shadow_owners[p_light_instance];
  971. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  972. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  973. should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
  974. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  975. if (!should_realloc) {
  976. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  977. //already existing, see if it should redraw or it's just OK
  978. return should_redraw;
  979. }
  980. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  981. }
  982. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  983. bool found_shadow = false;
  984. int new_quadrant = -1;
  985. int new_shadow = -1;
  986. if (is_omni) {
  987. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  988. } else {
  989. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  990. }
  991. if (found_shadow) {
  992. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  993. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  994. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  995. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  996. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  997. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  998. }
  999. }
  1000. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  1001. new_key |= new_shadow;
  1002. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  1003. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  1004. sh->owner = p_light_instance;
  1005. sh->alloc_tick = tick;
  1006. sh->version = p_light_version;
  1007. if (is_omni) {
  1008. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  1009. int new_omni_shadow = new_shadow + 1;
  1010. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  1011. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  1012. extra_sh->owner = p_light_instance;
  1013. extra_sh->alloc_tick = tick;
  1014. extra_sh->version = p_light_version;
  1015. }
  1016. li->shadow_atlases.insert(p_atlas);
  1017. //update it in map
  1018. shadow_atlas->shadow_owners[p_light_instance] = new_key;
  1019. //make it dirty, as it should redraw anyway
  1020. return true;
  1021. }
  1022. return should_redraw;
  1023. }
  1024. void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
  1025. if (p_shadow->owner.is_valid()) {
  1026. LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
  1027. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  1028. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  1029. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  1030. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  1031. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  1032. omni_shadow->version = 0;
  1033. omni_shadow->owner = RID();
  1034. }
  1035. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  1036. p_shadow->version = 0;
  1037. p_shadow->owner = RID();
  1038. sli->shadow_atlases.erase(p_atlas);
  1039. }
  1040. }
  1041. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  1042. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  1043. RD::TextureFormat tf;
  1044. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  1045. tf.width = directional_shadow.size;
  1046. tf.height = directional_shadow.size;
  1047. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1048. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1049. Vector<RID> fb_tex;
  1050. fb_tex.push_back(directional_shadow.depth);
  1051. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1052. }
  1053. }
  1054. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  1055. p_size = nearest_power_of_2_templated(p_size);
  1056. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  1057. return;
  1058. }
  1059. directional_shadow.size = p_size;
  1060. directional_shadow.use_16_bits = p_16_bits;
  1061. if (directional_shadow.depth.is_valid()) {
  1062. RD::get_singleton()->free(directional_shadow.depth);
  1063. directional_shadow.depth = RID();
  1064. _base_uniforms_changed();
  1065. }
  1066. }
  1067. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  1068. directional_shadow.light_count = p_count;
  1069. directional_shadow.current_light = 0;
  1070. }
  1071. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  1072. int split_h = 1;
  1073. int split_v = 1;
  1074. while (split_h * split_v < p_shadow_count) {
  1075. if (split_h == split_v) {
  1076. split_h <<= 1;
  1077. } else {
  1078. split_v <<= 1;
  1079. }
  1080. }
  1081. Rect2i rect(0, 0, p_size, p_size);
  1082. rect.size.width /= split_h;
  1083. rect.size.height /= split_v;
  1084. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  1085. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  1086. return rect;
  1087. }
  1088. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  1089. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  1090. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  1091. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
  1092. ERR_FAIL_COND_V(!light_instance, 0);
  1093. switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) {
  1094. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1095. break; //none
  1096. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1097. r.size.height /= 2;
  1098. break;
  1099. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1100. r.size /= 2;
  1101. break;
  1102. }
  1103. return MAX(r.size.width, r.size.height);
  1104. }
  1105. //////////////////////////////////////////////////
  1106. RID RendererSceneRenderRD::camera_effects_allocate() {
  1107. return camera_effects_owner.allocate_rid();
  1108. }
  1109. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  1110. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  1111. }
  1112. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  1113. dof_blur_quality = p_quality;
  1114. dof_blur_use_jitter = p_use_jitter;
  1115. }
  1116. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  1117. dof_blur_bokeh_shape = p_shape;
  1118. }
  1119. 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) {
  1120. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1121. ERR_FAIL_COND(!camfx);
  1122. camfx->dof_blur_far_enabled = p_far_enable;
  1123. camfx->dof_blur_far_distance = p_far_distance;
  1124. camfx->dof_blur_far_transition = p_far_transition;
  1125. camfx->dof_blur_near_enabled = p_near_enable;
  1126. camfx->dof_blur_near_distance = p_near_distance;
  1127. camfx->dof_blur_near_transition = p_near_transition;
  1128. camfx->dof_blur_amount = p_amount;
  1129. }
  1130. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  1131. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1132. ERR_FAIL_COND(!camfx);
  1133. camfx->override_exposure_enabled = p_enable;
  1134. camfx->override_exposure = p_exposure;
  1135. }
  1136. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  1137. RID li = light_instance_owner.make_rid(LightInstance());
  1138. LightInstance *light_instance = light_instance_owner.get_or_null(li);
  1139. light_instance->self = li;
  1140. light_instance->light = p_light;
  1141. light_instance->light_type = RSG::light_storage->light_get_type(p_light);
  1142. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1143. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1144. }
  1145. return li;
  1146. }
  1147. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1148. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1149. ERR_FAIL_COND(!light_instance);
  1150. light_instance->transform = p_transform;
  1151. }
  1152. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1153. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1154. ERR_FAIL_COND(!light_instance);
  1155. light_instance->aabb = p_aabb;
  1156. }
  1157. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
  1158. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1159. ERR_FAIL_COND(!light_instance);
  1160. ERR_FAIL_INDEX(p_pass, 6);
  1161. light_instance->shadow_transform[p_pass].camera = p_projection;
  1162. light_instance->shadow_transform[p_pass].transform = p_transform;
  1163. light_instance->shadow_transform[p_pass].farplane = p_far;
  1164. light_instance->shadow_transform[p_pass].split = p_split;
  1165. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1166. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1167. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1168. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1169. }
  1170. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1171. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1172. ERR_FAIL_COND(!light_instance);
  1173. light_instance->last_scene_pass = scene_pass;
  1174. }
  1175. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1176. if (!shadow_cubemaps.has(p_size)) {
  1177. ShadowCubemap sc;
  1178. {
  1179. RD::TextureFormat tf;
  1180. 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;
  1181. tf.width = p_size;
  1182. tf.height = p_size;
  1183. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1184. tf.array_layers = 6;
  1185. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1186. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1187. }
  1188. for (int i = 0; i < 6; i++) {
  1189. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1190. Vector<RID> fbtex;
  1191. fbtex.push_back(side_texture);
  1192. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1193. }
  1194. shadow_cubemaps[p_size] = sc;
  1195. }
  1196. return &shadow_cubemaps[p_size];
  1197. }
  1198. //////////////////////////
  1199. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1200. DecalInstance di;
  1201. di.decal = p_decal;
  1202. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1203. return decal_instance_owner.make_rid(di);
  1204. }
  1205. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1206. DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
  1207. ERR_FAIL_COND(!di);
  1208. di->transform = p_transform;
  1209. }
  1210. /////////////////////////////////
  1211. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1212. LightmapInstance li;
  1213. li.lightmap = p_lightmap;
  1214. return lightmap_instance_owner.make_rid(li);
  1215. }
  1216. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1217. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
  1218. ERR_FAIL_COND(!li);
  1219. li->transform = p_transform;
  1220. }
  1221. /////////////////////////////////
  1222. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1223. return gi.voxel_gi_instance_create(p_base);
  1224. }
  1225. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1226. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1227. }
  1228. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1229. if (!is_dynamic_gi_supported()) {
  1230. return false;
  1231. }
  1232. return gi.voxel_gi_needs_update(p_probe);
  1233. }
  1234. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
  1235. if (!is_dynamic_gi_supported()) {
  1236. return;
  1237. }
  1238. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1239. }
  1240. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
  1241. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1242. ERR_FAIL_COND(!rb);
  1243. if (!rb->sdfgi) {
  1244. return; //nothing to debug
  1245. }
  1246. rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
  1247. }
  1248. ////////////////////////////////
  1249. RID RendererSceneRenderRD::render_buffers_create() {
  1250. RenderBuffers rb;
  1251. rb.data = _create_render_buffer_data();
  1252. return render_buffers_owner.make_rid(rb);
  1253. }
  1254. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1255. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1256. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1257. RD::TextureFormat tf;
  1258. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1259. tf.width = rb->internal_width;
  1260. tf.height = rb->internal_height;
  1261. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1262. tf.array_layers = rb->view_count;
  1263. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1264. if (_render_buffers_can_be_storage()) {
  1265. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1266. } else {
  1267. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1268. }
  1269. tf.mipmaps = mipmaps_required;
  1270. rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1271. tf.width = rb->internal_width;
  1272. tf.height = rb->internal_height;
  1273. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1274. //the second one is smaller (only used for separatable part of blur)
  1275. tf.width >>= 1;
  1276. tf.height >>= 1;
  1277. tf.mipmaps--;
  1278. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1279. for (uint32_t l = 0; l < rb->view_count; l++) {
  1280. RenderBuffers::Blur::Layer ll[2];
  1281. int base_width = rb->internal_width;
  1282. int base_height = rb->internal_height;
  1283. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1284. RenderBuffers::Blur::Mipmap mm;
  1285. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i);
  1286. mm.width = base_width;
  1287. mm.height = base_height;
  1288. if (!_render_buffers_can_be_storage()) {
  1289. Vector<RID> fb;
  1290. fb.push_back(mm.texture);
  1291. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1292. }
  1293. if (!_render_buffers_can_be_storage()) {
  1294. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1295. tf.width = MAX(1, base_width >> 1);
  1296. tf.height = base_height;
  1297. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1298. tf.array_layers = 1;
  1299. tf.mipmaps = 1;
  1300. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1301. Vector<RID> half_fb;
  1302. half_fb.push_back(mm.half_texture);
  1303. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1304. }
  1305. ll[0].mipmaps.push_back(mm);
  1306. if (i > 0) {
  1307. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1);
  1308. if (!_render_buffers_can_be_storage()) {
  1309. Vector<RID> fb;
  1310. fb.push_back(mm.texture);
  1311. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1312. // We can re-use the half texture here as it is an intermediate result
  1313. }
  1314. ll[1].mipmaps.push_back(mm);
  1315. }
  1316. base_width = MAX(1, base_width >> 1);
  1317. base_height = MAX(1, base_height >> 1);
  1318. }
  1319. rb->blur[0].layers.push_back(ll[0]);
  1320. rb->blur[1].layers.push_back(ll[1]);
  1321. }
  1322. if (!_render_buffers_can_be_storage()) {
  1323. // create 4 weight textures, 2 full size, 2 half size
  1324. tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
  1325. tf.width = rb->internal_width;
  1326. tf.height = rb->internal_height;
  1327. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1328. tf.array_layers = 1; // Our DOF effect handles one eye per turn
  1329. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1330. tf.mipmaps = 1;
  1331. for (uint32_t i = 0; i < 4; i++) {
  1332. // associated blur texture
  1333. RID texture;
  1334. if (i == 1) {
  1335. texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1336. } else if (i == 2) {
  1337. texture = rb->blur[1].layers[0].mipmaps[0].texture;
  1338. } else if (i == 3) {
  1339. texture = rb->blur[0].layers[0].mipmaps[1].texture;
  1340. }
  1341. // create weight texture
  1342. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1343. // create frame buffer
  1344. Vector<RID> fb;
  1345. if (i != 0) {
  1346. fb.push_back(texture);
  1347. }
  1348. fb.push_back(rb->weight_buffers[i].weight);
  1349. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1350. if (i == 1) {
  1351. // next 2 are half size
  1352. tf.width = MAX(1u, tf.width >> 1);
  1353. tf.height = MAX(1u, tf.height >> 1);
  1354. }
  1355. }
  1356. }
  1357. }
  1358. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1359. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1360. {
  1361. RD::TextureFormat tf;
  1362. if (rb->view_count > 1) {
  1363. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1364. }
  1365. // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16?
  1366. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1367. tf.width = rb->width;
  1368. tf.height = rb->height;
  1369. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1370. tf.array_layers = rb->view_count; // create a layer for every view
  1371. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1372. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
  1373. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1374. }
  1375. if (!_render_buffers_can_be_storage()) {
  1376. // create framebuffer so we can write into this...
  1377. Vector<RID> fb;
  1378. fb.push_back(rb->depth_back_texture);
  1379. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1380. }
  1381. }
  1382. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1383. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1384. int w = rb->internal_width;
  1385. int h = rb->internal_height;
  1386. while (true) {
  1387. w = MAX(w / 8, 1);
  1388. h = MAX(h / 8, 1);
  1389. RD::TextureFormat tf;
  1390. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1391. tf.width = w;
  1392. tf.height = h;
  1393. bool final = w == 1 && h == 1;
  1394. if (_render_buffers_can_be_storage()) {
  1395. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1396. if (final) {
  1397. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1398. }
  1399. } else {
  1400. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1401. }
  1402. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1403. rb->luminance.reduce.push_back(texture);
  1404. if (!_render_buffers_can_be_storage()) {
  1405. Vector<RID> fb;
  1406. fb.push_back(texture);
  1407. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1408. }
  1409. if (final) {
  1410. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1411. if (!_render_buffers_can_be_storage()) {
  1412. Vector<RID> fb;
  1413. fb.push_back(rb->luminance.current);
  1414. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1415. }
  1416. break;
  1417. }
  1418. }
  1419. }
  1420. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1421. if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
  1422. for (int i = 0; i < rb->views.size(); i++) {
  1423. if (rb->views[i].view_fb.is_valid()) {
  1424. RD::get_singleton()->free(rb->views[i].view_fb);
  1425. }
  1426. if (rb->views[i].view_texture.is_valid()) {
  1427. RD::get_singleton()->free(rb->views[i].view_texture);
  1428. }
  1429. if (rb->views[i].view_depth.is_valid()) {
  1430. RD::get_singleton()->free(rb->views[i].view_depth);
  1431. }
  1432. }
  1433. }
  1434. rb->views.clear();
  1435. if (rb->texture_fb.is_valid()) {
  1436. RD::get_singleton()->free(rb->texture_fb);
  1437. rb->texture_fb = RID();
  1438. }
  1439. if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) {
  1440. RD::get_singleton()->free(rb->internal_texture);
  1441. rb->texture = RID();
  1442. rb->internal_texture = RID();
  1443. rb->upscale_texture = RID();
  1444. } else {
  1445. if (rb->texture.is_valid()) {
  1446. RD::get_singleton()->free(rb->texture);
  1447. rb->texture = RID();
  1448. }
  1449. if (rb->internal_texture.is_valid()) {
  1450. RD::get_singleton()->free(rb->internal_texture);
  1451. rb->internal_texture = RID();
  1452. }
  1453. if (rb->upscale_texture.is_valid()) {
  1454. RD::get_singleton()->free(rb->upscale_texture);
  1455. rb->upscale_texture = RID();
  1456. }
  1457. }
  1458. if (rb->depth_texture.is_valid()) {
  1459. RD::get_singleton()->free(rb->depth_texture);
  1460. rb->depth_texture = RID();
  1461. }
  1462. if (rb->depth_back_fb.is_valid()) {
  1463. RD::get_singleton()->free(rb->depth_back_fb);
  1464. rb->depth_back_fb = RID();
  1465. }
  1466. if (rb->depth_back_texture.is_valid()) {
  1467. RD::get_singleton()->free(rb->depth_back_texture);
  1468. rb->depth_back_texture = RID();
  1469. }
  1470. if (rb->sss_texture.is_valid()) {
  1471. RD::get_singleton()->free(rb->sss_texture);
  1472. rb->sss_texture = RID();
  1473. }
  1474. for (int i = 0; i < 2; i++) {
  1475. for (int l = 0; l < rb->blur[i].layers.size(); l++) {
  1476. for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
  1477. // do we free the texture slice here? or is it enough to free the main texture?
  1478. // do free the mobile extra stuff
  1479. if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
  1480. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
  1481. }
  1482. // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
  1483. if (i == 0) {
  1484. if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
  1485. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
  1486. }
  1487. if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
  1488. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
  1489. }
  1490. }
  1491. }
  1492. }
  1493. rb->blur[i].layers.clear();
  1494. if (rb->blur[i].texture.is_valid()) {
  1495. RD::get_singleton()->free(rb->blur[i].texture);
  1496. rb->blur[i].texture = RID();
  1497. }
  1498. }
  1499. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1500. RD::get_singleton()->free(rb->luminance.fb[i]);
  1501. }
  1502. rb->luminance.fb.clear();
  1503. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1504. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1505. }
  1506. rb->luminance.reduce.clear();
  1507. if (rb->luminance.current_fb.is_valid()) {
  1508. RD::get_singleton()->free(rb->luminance.current_fb);
  1509. rb->luminance.current_fb = RID();
  1510. }
  1511. if (rb->luminance.current.is_valid()) {
  1512. RD::get_singleton()->free(rb->luminance.current);
  1513. rb->luminance.current = RID();
  1514. }
  1515. if (rb->ss_effects.linear_depth.is_valid()) {
  1516. RD::get_singleton()->free(rb->ss_effects.linear_depth);
  1517. rb->ss_effects.linear_depth = RID();
  1518. rb->ss_effects.linear_depth_slices.clear();
  1519. }
  1520. if (rb->ss_effects.ssao.ao_final.is_valid()) {
  1521. RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
  1522. RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
  1523. RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
  1524. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
  1525. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
  1526. rb->ss_effects.ssao.ao_deinterleaved = RID();
  1527. rb->ss_effects.ssao.ao_pong = RID();
  1528. rb->ss_effects.ssao.ao_final = RID();
  1529. rb->ss_effects.ssao.importance_map[0] = RID();
  1530. rb->ss_effects.ssao.importance_map[1] = RID();
  1531. rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
  1532. rb->ss_effects.ssao.ao_pong_slices.clear();
  1533. }
  1534. if (rb->ss_effects.ssil.ssil_final.is_valid()) {
  1535. RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
  1536. RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
  1537. RD::get_singleton()->free(rb->ss_effects.ssil.pong);
  1538. RD::get_singleton()->free(rb->ss_effects.ssil.edges);
  1539. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
  1540. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
  1541. rb->ss_effects.ssil.ssil_final = RID();
  1542. rb->ss_effects.ssil.deinterleaved = RID();
  1543. rb->ss_effects.ssil.pong = RID();
  1544. rb->ss_effects.ssil.edges = RID();
  1545. rb->ss_effects.ssil.deinterleaved_slices.clear();
  1546. rb->ss_effects.ssil.pong_slices.clear();
  1547. rb->ss_effects.ssil.edges_slices.clear();
  1548. rb->ss_effects.ssil.importance_map[0] = RID();
  1549. rb->ss_effects.ssil.importance_map[1] = RID();
  1550. RD::get_singleton()->free(rb->ss_effects.last_frame);
  1551. rb->ss_effects.last_frame = RID();
  1552. rb->ss_effects.last_frame_slices.clear();
  1553. }
  1554. if (rb->ssr.blur_radius[0].is_valid()) {
  1555. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1556. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1557. rb->ssr.blur_radius[0] = RID();
  1558. rb->ssr.blur_radius[1] = RID();
  1559. }
  1560. if (rb->ssr.depth_scaled.is_valid()) {
  1561. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1562. rb->ssr.depth_scaled = RID();
  1563. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1564. rb->ssr.normal_scaled = RID();
  1565. }
  1566. if (rb->taa.history.is_valid()) {
  1567. RD::get_singleton()->free(rb->taa.history);
  1568. rb->taa.history = RID();
  1569. }
  1570. if (rb->taa.temp.is_valid()) {
  1571. RD::get_singleton()->free(rb->taa.temp);
  1572. rb->taa.temp = RID();
  1573. }
  1574. if (rb->taa.prev_velocity.is_valid()) {
  1575. RD::get_singleton()->free(rb->taa.prev_velocity);
  1576. rb->taa.prev_velocity = RID();
  1577. }
  1578. rb->rbgi.free();
  1579. }
  1580. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1581. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1582. ERR_FAIL_COND(!rb);
  1583. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1584. if (!can_use_effects) {
  1585. //just copy
  1586. return;
  1587. }
  1588. if (rb->blur[0].texture.is_null()) {
  1589. _allocate_blur_textures(rb);
  1590. }
  1591. RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
  1592. }
  1593. 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) {
  1594. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1595. ERR_FAIL_COND(!rb);
  1596. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1597. if (!can_use_effects) {
  1598. //just copy
  1599. RendererCompositorRD::singleton->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID());
  1600. return;
  1601. }
  1602. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1603. ERR_FAIL_COND(!env);
  1604. ERR_FAIL_COND(!env->ssr_enabled);
  1605. if (rb->ssr.depth_scaled.is_null()) {
  1606. RD::TextureFormat tf;
  1607. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1608. tf.width = rb->internal_width / 2;
  1609. tf.height = rb->internal_height / 2;
  1610. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1611. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1612. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1613. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1614. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1615. }
  1616. if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1617. RD::TextureFormat tf;
  1618. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1619. tf.width = rb->internal_width / 2;
  1620. tf.height = rb->internal_height / 2;
  1621. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1622. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1623. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1624. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1625. }
  1626. if (rb->blur[0].texture.is_null()) {
  1627. _allocate_blur_textures(rb);
  1628. }
  1629. RendererCompositorRD::singleton->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].layers[0].mipmaps[1].texture, rb->blur[1].layers[0].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  1630. RendererCompositorRD::singleton->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].layers[0].mipmaps[1].texture);
  1631. }
  1632. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1633. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1634. ERR_FAIL_COND(!rb);
  1635. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1636. ERR_FAIL_COND(!env);
  1637. RENDER_TIMESTAMP("Process SSAO");
  1638. if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1639. RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
  1640. RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
  1641. RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
  1642. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
  1643. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
  1644. rb->ss_effects.ssao.ao_deinterleaved = RID();
  1645. rb->ss_effects.ssao.ao_pong = RID();
  1646. rb->ss_effects.ssao.ao_final = RID();
  1647. rb->ss_effects.ssao.importance_map[0] = RID();
  1648. rb->ss_effects.ssao.importance_map[1] = RID();
  1649. rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
  1650. rb->ss_effects.ssao.ao_pong_slices.clear();
  1651. }
  1652. int buffer_width;
  1653. int buffer_height;
  1654. int half_width;
  1655. int half_height;
  1656. if (ssao_half_size) {
  1657. buffer_width = (rb->internal_width + 3) / 4;
  1658. buffer_height = (rb->internal_height + 3) / 4;
  1659. half_width = (rb->internal_width + 7) / 8;
  1660. half_height = (rb->internal_height + 7) / 8;
  1661. } else {
  1662. buffer_width = (rb->internal_width + 1) / 2;
  1663. buffer_height = (rb->internal_height + 1) / 2;
  1664. half_width = (rb->internal_width + 3) / 4;
  1665. half_height = (rb->internal_height + 3) / 4;
  1666. }
  1667. bool uniform_sets_are_invalid = false;
  1668. if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) {
  1669. {
  1670. rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  1671. }
  1672. {
  1673. RD::TextureFormat tf;
  1674. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1675. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1676. tf.width = buffer_width;
  1677. tf.height = buffer_height;
  1678. tf.array_layers = 4;
  1679. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1680. rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1681. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1682. for (uint32_t i = 0; i < 4; i++) {
  1683. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0);
  1684. rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice);
  1685. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1686. }
  1687. }
  1688. {
  1689. RD::TextureFormat tf;
  1690. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1691. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1692. tf.width = buffer_width;
  1693. tf.height = buffer_height;
  1694. tf.array_layers = 4;
  1695. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1696. rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1697. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1698. for (uint32_t i = 0; i < 4; i++) {
  1699. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0);
  1700. rb->ss_effects.ssao.ao_pong_slices.push_back(slice);
  1701. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1702. }
  1703. }
  1704. {
  1705. RD::TextureFormat tf;
  1706. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1707. tf.width = half_width;
  1708. tf.height = half_height;
  1709. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1710. rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1711. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map");
  1712. rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1713. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong");
  1714. }
  1715. {
  1716. RD::TextureFormat tf;
  1717. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1718. tf.width = rb->internal_width;
  1719. tf.height = rb->internal_height;
  1720. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1721. rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1722. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final");
  1723. }
  1724. ssao_using_half_size = ssao_half_size;
  1725. uniform_sets_are_invalid = true;
  1726. }
  1727. EffectsRD::SSAOSettings settings;
  1728. settings.radius = env->ssao_radius;
  1729. settings.intensity = env->ssao_intensity;
  1730. settings.power = env->ssao_power;
  1731. settings.detail = env->ssao_detail;
  1732. settings.horizon = env->ssao_horizon;
  1733. settings.sharpness = env->ssao_sharpness;
  1734. settings.quality = ssao_quality;
  1735. settings.half_size = ssao_half_size;
  1736. settings.adaptive_target = ssao_adaptive_target;
  1737. settings.blur_passes = ssao_blur_passes;
  1738. settings.fadeout_from = ssao_fadeout_from;
  1739. settings.fadeout_to = ssao_fadeout_to;
  1740. settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
  1741. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1742. settings.quarter_screen_size = Size2i(half_width, half_height);
  1743. RendererCompositorRD::singleton->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set);
  1744. }
  1745. void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
  1746. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1747. ERR_FAIL_COND(!rb);
  1748. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1749. ERR_FAIL_COND(!env);
  1750. RENDER_TIMESTAMP("Process SSIL");
  1751. if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) {
  1752. RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
  1753. RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
  1754. RD::get_singleton()->free(rb->ss_effects.ssil.pong);
  1755. RD::get_singleton()->free(rb->ss_effects.ssil.edges);
  1756. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
  1757. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
  1758. rb->ss_effects.ssil.ssil_final = RID();
  1759. rb->ss_effects.ssil.deinterleaved = RID();
  1760. rb->ss_effects.ssil.pong = RID();
  1761. rb->ss_effects.ssil.edges = RID();
  1762. rb->ss_effects.ssil.deinterleaved_slices.clear();
  1763. rb->ss_effects.ssil.pong_slices.clear();
  1764. rb->ss_effects.ssil.edges_slices.clear();
  1765. rb->ss_effects.ssil.importance_map[0] = RID();
  1766. rb->ss_effects.ssil.importance_map[1] = RID();
  1767. }
  1768. int buffer_width;
  1769. int buffer_height;
  1770. int half_width;
  1771. int half_height;
  1772. if (ssil_half_size) {
  1773. buffer_width = (rb->width + 3) / 4;
  1774. buffer_height = (rb->height + 3) / 4;
  1775. half_width = (rb->width + 7) / 8;
  1776. half_height = (rb->height + 7) / 8;
  1777. } else {
  1778. buffer_width = (rb->width + 1) / 2;
  1779. buffer_height = (rb->height + 1) / 2;
  1780. half_width = (rb->width + 3) / 4;
  1781. half_height = (rb->height + 3) / 4;
  1782. }
  1783. bool uniform_sets_are_invalid = false;
  1784. if (rb->ss_effects.ssil.ssil_final.is_null()) {
  1785. {
  1786. rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  1787. }
  1788. {
  1789. RD::TextureFormat tf;
  1790. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1791. tf.width = rb->width;
  1792. tf.height = rb->height;
  1793. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1794. rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1795. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture");
  1796. RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1797. if (rb->ss_effects.last_frame.is_null()) {
  1798. tf.mipmaps = 6;
  1799. rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1800. RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance");
  1801. RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
  1802. for (uint32_t i = 0; i < 6; i++) {
  1803. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i);
  1804. rb->ss_effects.last_frame_slices.push_back(slice);
  1805. RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
  1806. }
  1807. }
  1808. }
  1809. {
  1810. RD::TextureFormat tf;
  1811. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1812. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1813. tf.width = buffer_width;
  1814. tf.height = buffer_height;
  1815. tf.array_layers = 4;
  1816. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1817. rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1818. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer");
  1819. for (uint32_t i = 0; i < 4; i++) {
  1820. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0);
  1821. rb->ss_effects.ssil.deinterleaved_slices.push_back(slice);
  1822. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
  1823. }
  1824. }
  1825. {
  1826. RD::TextureFormat tf;
  1827. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1828. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1829. tf.width = buffer_width;
  1830. tf.height = buffer_height;
  1831. tf.array_layers = 4;
  1832. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1833. rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1834. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer");
  1835. for (uint32_t i = 0; i < 4; i++) {
  1836. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0);
  1837. rb->ss_effects.ssil.pong_slices.push_back(slice);
  1838. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
  1839. }
  1840. }
  1841. {
  1842. RD::TextureFormat tf;
  1843. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1844. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1845. tf.width = buffer_width;
  1846. tf.height = buffer_height;
  1847. tf.array_layers = 4;
  1848. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1849. rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1850. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer");
  1851. for (uint32_t i = 0; i < 4; i++) {
  1852. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0);
  1853. rb->ss_effects.ssil.edges_slices.push_back(slice);
  1854. RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
  1855. }
  1856. }
  1857. {
  1858. RD::TextureFormat tf;
  1859. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1860. tf.width = half_width;
  1861. tf.height = half_height;
  1862. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1863. rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1864. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map");
  1865. rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1866. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong");
  1867. }
  1868. uniform_sets_are_invalid = true;
  1869. ssil_using_half_size = ssil_half_size;
  1870. }
  1871. EffectsRD::SSILSettings settings;
  1872. settings.radius = env->ssil_radius;
  1873. settings.intensity = env->ssil_intensity;
  1874. settings.sharpness = env->ssil_sharpness;
  1875. settings.normal_rejection = env->ssil_normal_rejection;
  1876. settings.quality = ssil_quality;
  1877. settings.half_size = ssil_half_size;
  1878. settings.adaptive_target = ssil_adaptive_target;
  1879. settings.blur_passes = ssil_blur_passes;
  1880. settings.fadeout_from = ssil_fadeout_from;
  1881. settings.fadeout_to = ssil_fadeout_to;
  1882. settings.full_screen_size = Size2i(rb->width, rb->height);
  1883. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1884. settings.quarter_screen_size = Size2i(half_width, half_height);
  1885. CameraMatrix correction;
  1886. correction.set_depth_correction(true);
  1887. CameraMatrix projection = correction * p_projection;
  1888. Transform3D transform = p_transform;
  1889. transform.set_origin(Vector3(0.0, 0.0, 0.0));
  1890. CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
  1891. RendererCompositorRD::singleton->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set);
  1892. rb->ss_effects.last_frame_projection = projection;
  1893. rb->ss_effects.last_frame_transform = transform;
  1894. }
  1895. void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
  1896. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1897. ERR_FAIL_COND(!rb);
  1898. if (rb->ss_effects.last_frame.is_valid()) {
  1899. copy_effects->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
  1900. int width = rb->width;
  1901. int height = rb->height;
  1902. for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
  1903. width = MAX(1, width >> 1);
  1904. height = MAX(1, height >> 1);
  1905. copy_effects->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
  1906. }
  1907. }
  1908. }
  1909. void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) {
  1910. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1911. ERR_FAIL_COND(!rb);
  1912. bool just_allocated = false;
  1913. if (rb->taa.history.is_null()) {
  1914. RD::TextureFormat tf;
  1915. if (rb->view_count > 1) {
  1916. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1917. }
  1918. tf.format = _render_buffers_get_color_format();
  1919. tf.width = rb->internal_width;
  1920. tf.height = rb->internal_height;
  1921. tf.array_layers = rb->view_count; // create a layer for every view
  1922. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  1923. rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1924. rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1925. tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
  1926. rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1927. just_allocated = true;
  1928. }
  1929. RD::get_singleton()->draw_command_begin_label("TAA");
  1930. if (!just_allocated) {
  1931. RendererCompositorRD::singleton->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far);
  1932. copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1933. }
  1934. copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1935. copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height));
  1936. RD::get_singleton()->draw_command_end_label();
  1937. }
  1938. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1939. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1940. ERR_FAIL_COND(!rb);
  1941. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1942. if (rb->blur[0].texture.is_null()) {
  1943. _allocate_blur_textures(rb);
  1944. }
  1945. bool can_use_storage = _render_buffers_can_be_storage();
  1946. for (uint32_t v = 0; v < rb->view_count; v++) {
  1947. if (can_use_storage) {
  1948. copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
  1949. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1950. copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
  1951. }
  1952. } else {
  1953. copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
  1954. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1955. copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height));
  1956. }
  1957. }
  1958. }
  1959. RD::get_singleton()->draw_command_end_label();
  1960. }
  1961. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1962. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1963. ERR_FAIL_COND(!rb);
  1964. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1965. if (rb->depth_back_texture.is_null()) {
  1966. _allocate_depth_backbuffer_textures(rb);
  1967. }
  1968. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1969. bool can_use_storage = _render_buffers_can_be_storage();
  1970. if (can_use_storage) {
  1971. copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1972. } else {
  1973. copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1974. }
  1975. RD::get_singleton()->draw_command_end_label();
  1976. }
  1977. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1978. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1979. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1980. ERR_FAIL_COND(!rb);
  1981. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1982. // Glow and override exposure (if enabled).
  1983. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1984. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1985. bool can_use_storage = _render_buffers_can_be_storage();
  1986. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1987. RENDER_TIMESTAMP("Depth of Field");
  1988. RD::get_singleton()->draw_command_begin_label("DOF");
  1989. if (rb->blur[0].texture.is_null()) {
  1990. _allocate_blur_textures(rb);
  1991. }
  1992. RendererRD::BokehDOF::BokehBuffers buffers;
  1993. // Textures we use
  1994. buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
  1995. buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1996. buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
  1997. buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
  1998. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1999. if (can_use_storage) {
  2000. for (uint32_t i = 0; i < rb->view_count; i++) {
  2001. buffers.base_texture = rb->views[i].view_texture;
  2002. buffers.depth_texture = rb->views[i].view_depth;
  2003. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  2004. float z_near = p_render_data->view_projection[i].get_z_near();
  2005. float z_far = p_render_data->view_projection[i].get_z_far();
  2006. bokeh_dof->bokeh_dof_compute(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, z_near, z_far, p_render_data->cam_orthogonal);
  2007. };
  2008. } else {
  2009. // Set framebuffers.
  2010. buffers.secondary_fb = rb->weight_buffers[1].fb;
  2011. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  2012. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  2013. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  2014. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  2015. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  2016. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  2017. // Set weight buffers.
  2018. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  2019. for (uint32_t i = 0; i < rb->view_count; i++) {
  2020. buffers.base_texture = rb->views[i].view_texture;
  2021. buffers.depth_texture = rb->views[i].view_depth;
  2022. buffers.base_fb = rb->views[i].view_fb;
  2023. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  2024. float z_near = p_render_data->view_projection[i].get_z_near();
  2025. float z_far = p_render_data->view_projection[i].get_z_far();
  2026. bokeh_dof->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, z_near, z_far, p_render_data->cam_orthogonal);
  2027. }
  2028. }
  2029. RD::get_singleton()->draw_command_end_label();
  2030. }
  2031. if (can_use_effects && env && env->auto_exposure) {
  2032. RENDER_TIMESTAMP("Auto exposure");
  2033. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  2034. if (rb->luminance.current.is_null()) {
  2035. _allocate_luminance_textures(rb);
  2036. }
  2037. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  2038. rb->auto_exposure_version = env->auto_exposure_version;
  2039. double step = env->auto_exp_speed * time_step;
  2040. if (can_use_storage) {
  2041. RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  2042. } else {
  2043. RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  2044. }
  2045. // Swap final reduce with prev luminance.
  2046. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  2047. if (!can_use_storage) {
  2048. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  2049. }
  2050. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  2051. RD::get_singleton()->draw_command_end_label();
  2052. }
  2053. int max_glow_level = -1;
  2054. if (can_use_effects && env && env->glow_enabled) {
  2055. RENDER_TIMESTAMP("Glow");
  2056. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  2057. /* see that blur textures are allocated */
  2058. if (rb->blur[1].texture.is_null()) {
  2059. _allocate_blur_textures(rb);
  2060. }
  2061. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  2062. if (env->glow_levels[i] > 0.0) {
  2063. if (i >= rb->blur[1].layers[0].mipmaps.size()) {
  2064. max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
  2065. } else {
  2066. max_glow_level = i;
  2067. }
  2068. }
  2069. }
  2070. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2071. for (uint32_t l = 0; l < rb->view_count; l++) {
  2072. for (int i = 0; i < (max_glow_level + 1); i++) {
  2073. int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
  2074. int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
  2075. if (i == 0) {
  2076. RID luminance_texture;
  2077. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  2078. luminance_texture = rb->luminance.current;
  2079. }
  2080. if (can_use_storage) {
  2081. copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  2082. } else {
  2083. copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  2084. }
  2085. } else {
  2086. if (can_use_storage) {
  2087. copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  2088. } else {
  2089. copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  2090. }
  2091. }
  2092. }
  2093. }
  2094. RD::get_singleton()->draw_command_end_label();
  2095. }
  2096. {
  2097. RENDER_TIMESTAMP("Tonemap");
  2098. RD::get_singleton()->draw_command_begin_label("Tonemap");
  2099. RendererRD::ToneMapper::TonemapSettings tonemap;
  2100. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  2101. tonemap.use_auto_exposure = true;
  2102. tonemap.exposure_texture = rb->luminance.current;
  2103. tonemap.auto_exposure_grey = env->auto_exp_scale;
  2104. } else {
  2105. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2106. }
  2107. if (can_use_effects && env && env->glow_enabled) {
  2108. tonemap.use_glow = true;
  2109. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(env->glow_blend_mode);
  2110. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  2111. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  2112. tonemap.glow_levels[i] = env->glow_levels[i];
  2113. }
  2114. tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
  2115. tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
  2116. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  2117. tonemap.glow_texture = rb->blur[1].texture;
  2118. if (env->glow_map.is_valid()) {
  2119. tonemap.glow_map_strength = env->glow_map_strength;
  2120. tonemap.glow_map = texture_storage->texture_get_rd_texture(env->glow_map);
  2121. } else {
  2122. tonemap.glow_map_strength = 0.0f;
  2123. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2124. }
  2125. } else {
  2126. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  2127. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2128. }
  2129. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  2130. tonemap.use_fxaa = true;
  2131. }
  2132. tonemap.use_debanding = rb->use_debanding;
  2133. tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
  2134. if (env) {
  2135. tonemap.tonemap_mode = env->tone_mapper;
  2136. tonemap.white = env->white;
  2137. tonemap.exposure = env->exposure;
  2138. }
  2139. if (camfx && camfx->override_exposure_enabled) {
  2140. tonemap.exposure = camfx->override_exposure;
  2141. }
  2142. tonemap.use_color_correction = false;
  2143. tonemap.use_1d_color_correction = false;
  2144. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2145. if (can_use_effects && env) {
  2146. tonemap.use_bcs = env->adjustments_enabled;
  2147. tonemap.brightness = env->adjustments_brightness;
  2148. tonemap.contrast = env->adjustments_contrast;
  2149. tonemap.saturation = env->adjustments_saturation;
  2150. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  2151. tonemap.use_color_correction = true;
  2152. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  2153. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
  2154. }
  2155. }
  2156. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2157. tonemap.view_count = p_render_data->view_count;
  2158. tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  2159. RD::get_singleton()->draw_command_end_label();
  2160. }
  2161. if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
  2162. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  2163. RendererCompositorRD::singleton->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness);
  2164. RD::get_singleton()->draw_command_end_label();
  2165. }
  2166. texture_storage->render_target_disable_clear_request(rb->render_target);
  2167. }
  2168. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  2169. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2170. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  2171. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2172. ERR_FAIL_COND(!rb);
  2173. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  2174. // Override exposure (if enabled).
  2175. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  2176. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  2177. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  2178. RendererRD::ToneMapper::TonemapSettings tonemap;
  2179. if (env) {
  2180. tonemap.tonemap_mode = env->tone_mapper;
  2181. tonemap.exposure = env->exposure;
  2182. tonemap.white = env->white;
  2183. }
  2184. if (camfx && camfx->override_exposure_enabled) {
  2185. tonemap.exposure = camfx->override_exposure;
  2186. }
  2187. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  2188. // The problem is that we need to use the result so far and process them before we can
  2189. // apply this to our results.
  2190. if (can_use_effects && env && env->glow_enabled) {
  2191. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  2192. }
  2193. if (can_use_effects && env && env->auto_exposure) {
  2194. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  2195. }
  2196. tonemap.use_glow = false;
  2197. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  2198. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2199. tonemap.use_auto_exposure = false;
  2200. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  2201. tonemap.use_color_correction = false;
  2202. tonemap.use_1d_color_correction = false;
  2203. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2204. if (can_use_effects && env) {
  2205. tonemap.use_bcs = env->adjustments_enabled;
  2206. tonemap.brightness = env->adjustments_brightness;
  2207. tonemap.contrast = env->adjustments_contrast;
  2208. tonemap.saturation = env->adjustments_saturation;
  2209. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  2210. tonemap.use_color_correction = true;
  2211. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  2212. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
  2213. }
  2214. }
  2215. tonemap.use_debanding = rb->use_debanding;
  2216. tonemap.texture_size = Vector2i(rb->width, rb->height);
  2217. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2218. tonemap.view_count = p_render_data->view_count;
  2219. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  2220. RD::get_singleton()->draw_command_end_label();
  2221. }
  2222. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  2223. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2224. ERR_FAIL_COND(!rb);
  2225. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2226. texture_storage->render_target_disable_clear_request(rb->render_target);
  2227. }
  2228. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  2229. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2230. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2231. ERR_FAIL_COND(!rb);
  2232. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  2233. if (p_shadow_atlas.is_valid()) {
  2234. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  2235. if (shadow_atlas_texture.is_null()) {
  2236. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  2237. }
  2238. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2239. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  2240. }
  2241. }
  2242. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  2243. if (directional_shadow_get_texture().is_valid()) {
  2244. RID shadow_atlas_texture = directional_shadow_get_texture();
  2245. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2246. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  2247. }
  2248. }
  2249. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  2250. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  2251. if (decal_atlas.is_valid()) {
  2252. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2253. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  2254. }
  2255. }
  2256. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  2257. if (rb->luminance.current.is_valid()) {
  2258. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2259. copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  2260. }
  2261. }
  2262. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
  2263. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2264. copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  2265. }
  2266. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
  2267. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2268. copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2269. }
  2270. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  2271. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2272. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2273. }
  2274. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) {
  2275. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2276. RID ambient_texture = rb->rbgi.ambient_buffer;
  2277. RID reflection_texture = rb->rbgi.reflection_buffer;
  2278. copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->view_count > 1);
  2279. }
  2280. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  2281. if (p_occlusion_buffer.is_valid()) {
  2282. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2283. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
  2284. }
  2285. }
  2286. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
  2287. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2288. copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2289. }
  2290. }
  2291. 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) {
  2292. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  2293. ERR_FAIL_COND(!env);
  2294. env->adjustments_enabled = p_enable;
  2295. env->adjustments_brightness = p_brightness;
  2296. env->adjustments_contrast = p_contrast;
  2297. env->adjustments_saturation = p_saturation;
  2298. env->use_1d_color_correction = p_use_1d_color_correction;
  2299. env->color_correction = p_color_correction;
  2300. }
  2301. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  2302. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2303. ERR_FAIL_COND_V(!rb, RID());
  2304. if (!rb->blur[0].texture.is_valid()) {
  2305. return RID(); //not valid at the moment
  2306. }
  2307. return rb->blur[0].texture;
  2308. }
  2309. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  2310. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2311. ERR_FAIL_COND_V(!rb, RID());
  2312. if (!rb->depth_back_texture.is_valid()) {
  2313. return RID(); //not valid at the moment
  2314. }
  2315. return rb->depth_back_texture;
  2316. }
  2317. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  2318. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2319. ERR_FAIL_COND_V(!rb, RID());
  2320. return rb->depth_texture;
  2321. }
  2322. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  2323. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2324. ERR_FAIL_COND_V(!rb, RID());
  2325. return rb->ss_effects.ssao.ao_final;
  2326. }
  2327. RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
  2328. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2329. ERR_FAIL_COND_V(!rb, RID());
  2330. return rb->ss_effects.ssil.ssil_final;
  2331. }
  2332. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  2333. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2334. ERR_FAIL_COND_V(!rb, RID());
  2335. if (rb->rbgi.voxel_gi_buffer.is_null()) {
  2336. rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES);
  2337. }
  2338. return rb->rbgi.voxel_gi_buffer;
  2339. }
  2340. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  2341. return gi.default_voxel_gi_buffer;
  2342. }
  2343. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  2344. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2345. ERR_FAIL_COND_V(!rb, RID());
  2346. return rb->rbgi.ambient_buffer;
  2347. }
  2348. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  2349. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2350. ERR_FAIL_COND_V(!rb, RID());
  2351. return rb->rbgi.reflection_buffer;
  2352. }
  2353. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  2354. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2355. ERR_FAIL_COND_V(!rb, 0);
  2356. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2357. return rb->sdfgi->cascades.size();
  2358. }
  2359. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  2360. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2361. ERR_FAIL_COND_V(!rb, false);
  2362. return rb->sdfgi != nullptr;
  2363. }
  2364. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  2365. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2366. ERR_FAIL_COND_V(!rb, RID());
  2367. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2368. return rb->sdfgi->lightprobe_texture;
  2369. }
  2370. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2371. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2372. ERR_FAIL_COND_V(!rb, Vector3());
  2373. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  2374. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  2375. 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;
  2376. }
  2377. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2378. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2379. ERR_FAIL_COND_V(!rb, Vector3i());
  2380. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  2381. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  2382. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR;
  2383. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  2384. }
  2385. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  2386. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2387. ERR_FAIL_COND_V(!rb, 0);
  2388. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2389. return rb->sdfgi->normal_bias;
  2390. }
  2391. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  2392. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2393. ERR_FAIL_COND_V(!rb, 0);
  2394. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2395. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  2396. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  2397. }
  2398. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  2399. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2400. ERR_FAIL_COND_V(!rb, 0);
  2401. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2402. return rb->sdfgi->probe_axis_count;
  2403. }
  2404. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  2405. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2406. ERR_FAIL_COND_V(!rb, 0);
  2407. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2408. return rb->sdfgi->cascade_size;
  2409. }
  2410. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  2411. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2412. ERR_FAIL_COND_V(!rb, false);
  2413. ERR_FAIL_COND_V(!rb->sdfgi, false);
  2414. return rb->sdfgi->uses_occlusion;
  2415. }
  2416. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  2417. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2418. ERR_FAIL_COND_V(!rb, 0.0);
  2419. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  2420. return rb->sdfgi->energy;
  2421. }
  2422. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  2423. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2424. ERR_FAIL_COND_V(!rb, RID());
  2425. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2426. return rb->sdfgi->occlusion_texture;
  2427. }
  2428. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  2429. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2430. ERR_FAIL_COND_V(!rb, false);
  2431. return rb->volumetric_fog != nullptr;
  2432. }
  2433. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  2434. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2435. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  2436. return rb->volumetric_fog->fog_map;
  2437. }
  2438. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  2439. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2440. ERR_FAIL_COND_V(!rb, RID());
  2441. if (!rb->volumetric_fog) {
  2442. return RID();
  2443. }
  2444. return rb->volumetric_fog->sky_uniform_set;
  2445. }
  2446. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2447. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2448. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2449. return rb->volumetric_fog->length;
  2450. }
  2451. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2452. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2453. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2454. return rb->volumetric_fog->spread;
  2455. }
  2456. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  2457. return 1.0;
  2458. }
  2459. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2460. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2461. }
  2462. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2463. return true;
  2464. }
  2465. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
  2466. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2467. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2468. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2469. if (!_render_buffers_can_be_storage()) {
  2470. p_internal_height = p_height;
  2471. p_internal_width = p_width;
  2472. }
  2473. if (p_width != p_internal_width) {
  2474. float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias;
  2475. material_storage->sampler_rd_configure_custom(fsr_mipmap_bias);
  2476. update_uniform_sets();
  2477. }
  2478. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2479. // Should we add an overrule per viewport?
  2480. rb->internal_width = p_internal_width;
  2481. rb->internal_height = p_internal_height;
  2482. rb->width = p_width;
  2483. rb->height = p_height;
  2484. rb->fsr_sharpness = p_fsr_sharpness;
  2485. rb->render_target = p_render_target;
  2486. rb->msaa = p_msaa;
  2487. rb->screen_space_aa = p_screen_space_aa;
  2488. rb->use_taa = p_use_taa;
  2489. rb->use_debanding = p_use_debanding;
  2490. rb->view_count = p_view_count;
  2491. if (is_clustered_enabled()) {
  2492. if (rb->cluster_builder == nullptr) {
  2493. rb->cluster_builder = memnew(ClusterBuilderRD);
  2494. }
  2495. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2496. }
  2497. _free_render_buffer_data(rb);
  2498. {
  2499. RD::TextureFormat tf;
  2500. if (rb->view_count > 1) {
  2501. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2502. }
  2503. tf.format = _render_buffers_get_color_format();
  2504. tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
  2505. tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
  2506. tf.array_layers = rb->view_count; // create a layer for every view
  2507. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2508. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2509. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2510. }
  2511. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2512. rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2513. if ((p_internal_width != p_width || p_internal_height != p_height)) {
  2514. tf.width = rb->width;
  2515. tf.height = rb->height;
  2516. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2517. rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2518. } else {
  2519. rb->texture = rb->internal_texture;
  2520. rb->upscale_texture = rb->internal_texture;
  2521. }
  2522. }
  2523. {
  2524. RD::TextureFormat tf;
  2525. if (rb->view_count > 1) {
  2526. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2527. }
  2528. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2529. 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;
  2530. } else {
  2531. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2532. }
  2533. tf.width = rb->internal_width;
  2534. tf.height = rb->internal_height;
  2535. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2536. tf.array_layers = rb->view_count; // create a layer for every view
  2537. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2538. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2539. } else {
  2540. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2541. }
  2542. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2543. }
  2544. {
  2545. if (!_render_buffers_can_be_storage()) {
  2546. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2547. Vector<RID> fb;
  2548. fb.push_back(rb->internal_texture);
  2549. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2550. }
  2551. rb->views.clear(); // JIC
  2552. if (rb->view_count == 1) {
  2553. // copy as a convenience
  2554. RenderBuffers::View view;
  2555. view.view_texture = rb->internal_texture;
  2556. view.view_depth = rb->depth_texture;
  2557. view.view_fb = rb->texture_fb;
  2558. rb->views.push_back(view);
  2559. } else {
  2560. for (uint32_t i = 0; i < rb->view_count; i++) {
  2561. RenderBuffers::View view;
  2562. view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->internal_texture, i, 0);
  2563. view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
  2564. if (!_render_buffers_can_be_storage()) {
  2565. Vector<RID> fb;
  2566. fb.push_back(view.view_texture);
  2567. view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
  2568. }
  2569. rb->views.push_back(view);
  2570. }
  2571. }
  2572. }
  2573. RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
  2574. rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count);
  2575. if (is_clustered_enabled()) {
  2576. rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture);
  2577. }
  2578. }
  2579. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2580. gi.half_resolution = p_enable;
  2581. }
  2582. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2583. sss_quality = p_quality;
  2584. }
  2585. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2586. return sss_quality;
  2587. }
  2588. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2589. sss_scale = p_scale;
  2590. sss_depth_scale = p_depth_scale;
  2591. }
  2592. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  2593. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2594. if (shadows_quality != p_quality) {
  2595. shadows_quality = p_quality;
  2596. switch (shadows_quality) {
  2597. case RS::SHADOW_QUALITY_HARD: {
  2598. penumbra_shadow_samples = 4;
  2599. soft_shadow_samples = 0;
  2600. shadows_quality_radius = 1.0;
  2601. } break;
  2602. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2603. penumbra_shadow_samples = 4;
  2604. soft_shadow_samples = 1;
  2605. shadows_quality_radius = 1.5;
  2606. } break;
  2607. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2608. penumbra_shadow_samples = 8;
  2609. soft_shadow_samples = 4;
  2610. shadows_quality_radius = 2.0;
  2611. } break;
  2612. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2613. penumbra_shadow_samples = 12;
  2614. soft_shadow_samples = 8;
  2615. shadows_quality_radius = 2.0;
  2616. } break;
  2617. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2618. penumbra_shadow_samples = 24;
  2619. soft_shadow_samples = 16;
  2620. shadows_quality_radius = 3.0;
  2621. } break;
  2622. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2623. penumbra_shadow_samples = 32;
  2624. soft_shadow_samples = 32;
  2625. shadows_quality_radius = 4.0;
  2626. } break;
  2627. case RS::SHADOW_QUALITY_MAX:
  2628. break;
  2629. }
  2630. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2631. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2632. }
  2633. _update_shader_quality_settings();
  2634. }
  2635. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  2636. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2637. if (directional_shadow_quality != p_quality) {
  2638. directional_shadow_quality = p_quality;
  2639. switch (directional_shadow_quality) {
  2640. case RS::SHADOW_QUALITY_HARD: {
  2641. directional_penumbra_shadow_samples = 4;
  2642. directional_soft_shadow_samples = 0;
  2643. directional_shadow_quality_radius = 1.0;
  2644. } break;
  2645. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2646. directional_penumbra_shadow_samples = 4;
  2647. directional_soft_shadow_samples = 1;
  2648. directional_shadow_quality_radius = 1.5;
  2649. } break;
  2650. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2651. directional_penumbra_shadow_samples = 8;
  2652. directional_soft_shadow_samples = 4;
  2653. directional_shadow_quality_radius = 2.0;
  2654. } break;
  2655. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2656. directional_penumbra_shadow_samples = 12;
  2657. directional_soft_shadow_samples = 8;
  2658. directional_shadow_quality_radius = 2.0;
  2659. } break;
  2660. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2661. directional_penumbra_shadow_samples = 24;
  2662. directional_soft_shadow_samples = 16;
  2663. directional_shadow_quality_radius = 3.0;
  2664. } break;
  2665. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2666. directional_penumbra_shadow_samples = 32;
  2667. directional_soft_shadow_samples = 32;
  2668. directional_shadow_quality_radius = 4.0;
  2669. } break;
  2670. case RS::SHADOW_QUALITY_MAX:
  2671. break;
  2672. }
  2673. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2674. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2675. }
  2676. _update_shader_quality_settings();
  2677. }
  2678. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2679. if (decals_filter == p_filter) {
  2680. return;
  2681. }
  2682. decals_filter = p_filter;
  2683. _update_shader_quality_settings();
  2684. }
  2685. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2686. if (light_projectors_filter == p_filter) {
  2687. return;
  2688. }
  2689. light_projectors_filter = p_filter;
  2690. _update_shader_quality_settings();
  2691. }
  2692. int RendererSceneRenderRD::get_roughness_layers() const {
  2693. return sky.roughness_layers;
  2694. }
  2695. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2696. return sky.sky_use_cubemap_array;
  2697. }
  2698. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2699. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2700. ERR_FAIL_COND_V(!rb, nullptr);
  2701. return rb->data;
  2702. }
  2703. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2704. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2705. cluster.reflection_count = 0;
  2706. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2707. if (cluster.reflection_count == cluster.max_reflections) {
  2708. break;
  2709. }
  2710. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2711. if (!rpi) {
  2712. continue;
  2713. }
  2714. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2715. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2716. cluster.reflection_count++;
  2717. }
  2718. if (cluster.reflection_count > 0) {
  2719. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2720. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2721. }
  2722. bool using_forward_ids = _uses_forward_ids();
  2723. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2724. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2725. if (using_forward_ids) {
  2726. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2727. }
  2728. RID base_probe = rpi->probe;
  2729. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2730. Vector3 extents = light_storage->reflection_probe_get_extents(base_probe);
  2731. rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2732. reflection_ubo.box_extents[0] = extents.x;
  2733. reflection_ubo.box_extents[1] = extents.y;
  2734. reflection_ubo.box_extents[2] = extents.z;
  2735. reflection_ubo.index = rpi->atlas_index;
  2736. Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe);
  2737. reflection_ubo.box_offset[0] = origin_offset.x;
  2738. reflection_ubo.box_offset[1] = origin_offset.y;
  2739. reflection_ubo.box_offset[2] = origin_offset.z;
  2740. reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2741. reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe);
  2742. reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe);
  2743. reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
  2744. reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
  2745. Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
  2746. float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
  2747. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2748. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2749. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2750. Transform3D transform = rpi->transform;
  2751. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2752. RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix);
  2753. if (current_cluster_builder != nullptr) {
  2754. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2755. }
  2756. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2757. }
  2758. if (cluster.reflection_count) {
  2759. 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);
  2760. }
  2761. }
  2762. void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
  2763. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2764. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2765. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2766. r_directional_light_count = 0;
  2767. r_positional_light_count = 0;
  2768. Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2769. cluster.omni_light_count = 0;
  2770. cluster.spot_light_count = 0;
  2771. r_directional_light_soft_shadows = false;
  2772. for (int i = 0; i < (int)p_lights.size(); i++) {
  2773. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2774. if (!li) {
  2775. continue;
  2776. }
  2777. RID base = li->light;
  2778. ERR_CONTINUE(base.is_null());
  2779. RS::LightType type = light_storage->light_get_type(base);
  2780. switch (type) {
  2781. case RS::LIGHT_DIRECTIONAL: {
  2782. if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
  2783. continue;
  2784. }
  2785. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2786. Transform3D light_transform = li->transform;
  2787. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2788. light_data.direction[0] = direction.x;
  2789. light_data.direction[1] = direction.y;
  2790. light_data.direction[2] = direction.z;
  2791. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2792. light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2793. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2794. light_data.color[0] = linear_col.r;
  2795. light_data.color[1] = linear_col.g;
  2796. light_data.color[2] = linear_col.b;
  2797. light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2798. light_data.mask = light_storage->light_get_cull_mask(base);
  2799. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2800. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2801. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2802. WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
  2803. }
  2804. light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base);
  2805. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2806. if (angular_diameter > 0.0) {
  2807. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2808. // technically this will keep expanding until reaching the sun, but all we care
  2809. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2810. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2811. if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
  2812. // Only enable PCSS-like soft shadows if blurring is enabled.
  2813. // Otherwise, performance would decrease with no visual difference.
  2814. r_directional_light_soft_shadows = true;
  2815. }
  2816. } else {
  2817. angular_diameter = 0.0;
  2818. }
  2819. if (light_data.shadow_enabled) {
  2820. RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
  2821. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2822. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
  2823. for (int j = 0; j < 4; j++) {
  2824. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2825. CameraMatrix matrix = li->shadow_transform[j].camera;
  2826. float split = li->shadow_transform[MIN(limit, j)].split;
  2827. CameraMatrix bias;
  2828. bias.set_light_bias();
  2829. CameraMatrix rectm;
  2830. rectm.set_light_atlas_rect(atlas_rect);
  2831. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2832. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2833. light_data.shadow_split_offsets[j] = split;
  2834. float bias_scale = li->shadow_transform[j].bias_scale;
  2835. light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2836. light_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2837. light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
  2838. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2839. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2840. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2841. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2842. uv_scale *= atlas_rect.size; //adapt to atlas size
  2843. switch (j) {
  2844. case 0: {
  2845. light_data.uv_scale1[0] = uv_scale.x;
  2846. light_data.uv_scale1[1] = uv_scale.y;
  2847. } break;
  2848. case 1: {
  2849. light_data.uv_scale2[0] = uv_scale.x;
  2850. light_data.uv_scale2[1] = uv_scale.y;
  2851. } break;
  2852. case 2: {
  2853. light_data.uv_scale3[0] = uv_scale.x;
  2854. light_data.uv_scale3[1] = uv_scale.y;
  2855. } break;
  2856. case 3: {
  2857. light_data.uv_scale4[0] = uv_scale.x;
  2858. light_data.uv_scale4[1] = uv_scale.y;
  2859. } break;
  2860. }
  2861. }
  2862. float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2863. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2864. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2865. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2866. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2867. light_data.softshadow_angle = angular_diameter;
  2868. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2869. if (angular_diameter <= 0.0) {
  2870. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2871. }
  2872. }
  2873. r_directional_light_count++;
  2874. } break;
  2875. case RS::LIGHT_OMNI: {
  2876. if (cluster.omni_light_count >= cluster.max_lights) {
  2877. continue;
  2878. }
  2879. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2880. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2881. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2882. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2883. if (distance > fade_begin) {
  2884. if (distance > fade_begin + fade_length) {
  2885. // Out of range, don't draw this light to improve performance.
  2886. continue;
  2887. }
  2888. }
  2889. }
  2890. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2891. cluster.omni_light_sort[cluster.omni_light_count].depth = distance;
  2892. cluster.omni_light_count++;
  2893. } break;
  2894. case RS::LIGHT_SPOT: {
  2895. if (cluster.spot_light_count >= cluster.max_lights) {
  2896. continue;
  2897. }
  2898. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2899. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2900. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2901. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2902. if (distance > fade_begin) {
  2903. if (distance > fade_begin + fade_length) {
  2904. // Out of range, don't draw this light to improve performance.
  2905. continue;
  2906. }
  2907. }
  2908. }
  2909. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2910. cluster.spot_light_sort[cluster.spot_light_count].depth = distance;
  2911. cluster.spot_light_count++;
  2912. } break;
  2913. }
  2914. li->last_pass = RSG::rasterizer->get_frame_number();
  2915. }
  2916. if (cluster.omni_light_count) {
  2917. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2918. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2919. }
  2920. if (cluster.spot_light_count) {
  2921. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2922. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2923. }
  2924. ShadowAtlas *shadow_atlas = nullptr;
  2925. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2926. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2927. }
  2928. bool using_forward_ids = _uses_forward_ids();
  2929. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2930. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2931. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2932. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2933. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2934. RID base = li->light;
  2935. if (using_forward_ids) {
  2936. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2937. }
  2938. Transform3D light_transform = li->transform;
  2939. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2940. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2941. light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2942. // Reuse fade begin, fade length and distance for shadow LOD determination later.
  2943. float fade_begin = 0.0;
  2944. float fade_length = 0.0;
  2945. real_t distance = 0.0;
  2946. float fade = 1.0;
  2947. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2948. fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2949. fade_length = light_storage->light_get_distance_fade_length(li->light);
  2950. distance = camera_plane.distance_to(li->transform.origin);
  2951. if (distance > fade_begin) {
  2952. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2953. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2954. }
  2955. }
  2956. float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
  2957. light_data.color[0] = linear_col.r * energy;
  2958. light_data.color[1] = linear_col.g * energy;
  2959. light_data.color[2] = linear_col.b * energy;
  2960. light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2961. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2962. float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2963. light_data.inv_radius = 1.0 / radius;
  2964. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2965. light_data.position[0] = pos.x;
  2966. light_data.position[1] = pos.y;
  2967. light_data.position[2] = pos.z;
  2968. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2969. light_data.direction[0] = direction.x;
  2970. light_data.direction[1] = direction.y;
  2971. light_data.direction[2] = direction.z;
  2972. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2973. light_data.size = size;
  2974. light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2975. float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2976. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2977. light_data.mask = light_storage->light_get_cull_mask(base);
  2978. light_data.atlas_rect[0] = 0;
  2979. light_data.atlas_rect[1] = 0;
  2980. light_data.atlas_rect[2] = 0;
  2981. light_data.atlas_rect[3] = 0;
  2982. RID projector = light_storage->light_get_projector(base);
  2983. if (projector.is_valid()) {
  2984. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
  2985. if (type == RS::LIGHT_SPOT) {
  2986. light_data.projector_rect[0] = rect.position.x;
  2987. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2988. light_data.projector_rect[2] = rect.size.width;
  2989. light_data.projector_rect[3] = -rect.size.height;
  2990. } else {
  2991. light_data.projector_rect[0] = rect.position.x;
  2992. light_data.projector_rect[1] = rect.position.y;
  2993. light_data.projector_rect[2] = rect.size.width;
  2994. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2995. }
  2996. } else {
  2997. light_data.projector_rect[0] = 0;
  2998. light_data.projector_rect[1] = 0;
  2999. light_data.projector_rect[2] = 0;
  3000. light_data.projector_rect[3] = 0;
  3001. }
  3002. const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
  3003. bool in_shadow_range = true;
  3004. if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
  3005. if (distance > light_storage->light_get_distance_fade_shadow(li->light)) {
  3006. // Out of range, don't draw shadows to improve performance.
  3007. in_shadow_range = false;
  3008. }
  3009. }
  3010. if (needs_shadow && in_shadow_range) {
  3011. // fill in the shadow information
  3012. light_data.shadow_enabled = true;
  3013. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  3014. light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  3015. if (type == RS::LIGHT_SPOT) {
  3016. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  3017. } else { //omni
  3018. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  3019. }
  3020. light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base);
  3021. Vector2i omni_offset;
  3022. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  3023. light_data.atlas_rect[0] = rect.position.x;
  3024. light_data.atlas_rect[1] = rect.position.y;
  3025. light_data.atlas_rect[2] = rect.size.width;
  3026. light_data.atlas_rect[3] = rect.size.height;
  3027. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  3028. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  3029. if (type == RS::LIGHT_OMNI) {
  3030. Transform3D proj = (inverse_transform * light_transform).inverse();
  3031. RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix);
  3032. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  3033. // Only enable PCSS-like soft shadows if blurring is enabled.
  3034. // Otherwise, performance would decrease with no visual difference.
  3035. light_data.soft_shadow_size = size;
  3036. } else {
  3037. light_data.soft_shadow_size = 0.0;
  3038. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  3039. }
  3040. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  3041. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  3042. } else if (type == RS::LIGHT_SPOT) {
  3043. Transform3D modelview = (inverse_transform * light_transform).inverse();
  3044. CameraMatrix bias;
  3045. bias.set_light_bias();
  3046. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  3047. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
  3048. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  3049. // Only enable PCSS-like soft shadows if blurring is enabled.
  3050. // Otherwise, performance would decrease with no visual difference.
  3051. CameraMatrix cm = li->shadow_transform[0].camera;
  3052. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  3053. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  3054. } else {
  3055. light_data.soft_shadow_size = 0.0;
  3056. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  3057. }
  3058. }
  3059. } else {
  3060. light_data.shadow_enabled = false;
  3061. }
  3062. li->cull_mask = light_storage->light_get_cull_mask(base);
  3063. if (current_cluster_builder != nullptr) {
  3064. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  3065. }
  3066. r_positional_light_count++;
  3067. }
  3068. //update without barriers
  3069. if (cluster.omni_light_count) {
  3070. 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);
  3071. }
  3072. if (cluster.spot_light_count) {
  3073. 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);
  3074. }
  3075. if (r_directional_light_count) {
  3076. 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);
  3077. }
  3078. }
  3079. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  3080. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3081. Transform3D uv_xform;
  3082. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  3083. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  3084. uint32_t decal_count = p_decals.size();
  3085. cluster.decal_count = 0;
  3086. for (uint32_t i = 0; i < decal_count; i++) {
  3087. if (cluster.decal_count == cluster.max_decals) {
  3088. break;
  3089. }
  3090. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  3091. if (!di) {
  3092. continue;
  3093. }
  3094. RID decal = di->decal;
  3095. Transform3D xform = di->transform;
  3096. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  3097. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  3098. float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  3099. float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  3100. if (distance > fade_begin) {
  3101. if (distance > fade_begin + fade_length) {
  3102. continue; // do not use this decal, its invisible
  3103. }
  3104. }
  3105. }
  3106. cluster.decal_sort[cluster.decal_count].instance = di;
  3107. cluster.decal_sort[cluster.decal_count].depth = distance;
  3108. cluster.decal_count++;
  3109. }
  3110. if (cluster.decal_count > 0) {
  3111. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  3112. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  3113. }
  3114. bool using_forward_ids = _uses_forward_ids();
  3115. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  3116. DecalInstance *di = cluster.decal_sort[i].instance;
  3117. RID decal = di->decal;
  3118. if (using_forward_ids) {
  3119. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  3120. }
  3121. di->cull_mask = texture_storage->decal_get_cull_mask(decal);
  3122. Transform3D xform = di->transform;
  3123. float fade = 1.0;
  3124. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  3125. const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  3126. const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  3127. const float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  3128. if (distance > fade_begin) {
  3129. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  3130. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  3131. }
  3132. }
  3133. Cluster::DecalData &dd = cluster.decals[i];
  3134. Vector3 decal_extents = texture_storage->decal_get_extents(decal);
  3135. Transform3D scale_xform;
  3136. scale_xform.basis.scale(decal_extents);
  3137. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  3138. RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform);
  3139. Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
  3140. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  3141. dd.normal[0] = normal.x;
  3142. dd.normal[1] = normal.y;
  3143. dd.normal[2] = normal.z;
  3144. dd.normal_fade = texture_storage->decal_get_normal_fade(decal);
  3145. RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  3146. RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  3147. if (albedo_tex.is_valid()) {
  3148. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex);
  3149. dd.albedo_rect[0] = rect.position.x;
  3150. dd.albedo_rect[1] = rect.position.y;
  3151. dd.albedo_rect[2] = rect.size.x;
  3152. dd.albedo_rect[3] = rect.size.y;
  3153. } else {
  3154. if (!emission_tex.is_valid()) {
  3155. continue; //no albedo, no emission, no decal.
  3156. }
  3157. dd.albedo_rect[0] = 0;
  3158. dd.albedo_rect[1] = 0;
  3159. dd.albedo_rect[2] = 0;
  3160. dd.albedo_rect[3] = 0;
  3161. }
  3162. RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  3163. if (normal_tex.is_valid()) {
  3164. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex);
  3165. dd.normal_rect[0] = rect.position.x;
  3166. dd.normal_rect[1] = rect.position.y;
  3167. dd.normal_rect[2] = rect.size.x;
  3168. dd.normal_rect[3] = rect.size.y;
  3169. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  3170. RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
  3171. } else {
  3172. dd.normal_rect[0] = 0;
  3173. dd.normal_rect[1] = 0;
  3174. dd.normal_rect[2] = 0;
  3175. dd.normal_rect[3] = 0;
  3176. }
  3177. RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  3178. if (orm_tex.is_valid()) {
  3179. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex);
  3180. dd.orm_rect[0] = rect.position.x;
  3181. dd.orm_rect[1] = rect.position.y;
  3182. dd.orm_rect[2] = rect.size.x;
  3183. dd.orm_rect[3] = rect.size.y;
  3184. } else {
  3185. dd.orm_rect[0] = 0;
  3186. dd.orm_rect[1] = 0;
  3187. dd.orm_rect[2] = 0;
  3188. dd.orm_rect[3] = 0;
  3189. }
  3190. if (emission_tex.is_valid()) {
  3191. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex);
  3192. dd.emission_rect[0] = rect.position.x;
  3193. dd.emission_rect[1] = rect.position.y;
  3194. dd.emission_rect[2] = rect.size.x;
  3195. dd.emission_rect[3] = rect.size.y;
  3196. } else {
  3197. dd.emission_rect[0] = 0;
  3198. dd.emission_rect[1] = 0;
  3199. dd.emission_rect[2] = 0;
  3200. dd.emission_rect[3] = 0;
  3201. }
  3202. Color modulate = texture_storage->decal_get_modulate(decal);
  3203. dd.modulate[0] = modulate.r;
  3204. dd.modulate[1] = modulate.g;
  3205. dd.modulate[2] = modulate.b;
  3206. dd.modulate[3] = modulate.a * fade;
  3207. dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade;
  3208. dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal);
  3209. dd.mask = texture_storage->decal_get_cull_mask(decal);
  3210. dd.upper_fade = texture_storage->decal_get_upper_fade(decal);
  3211. dd.lower_fade = texture_storage->decal_get_lower_fade(decal);
  3212. if (current_cluster_builder != nullptr) {
  3213. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  3214. }
  3215. }
  3216. if (cluster.decal_count > 0) {
  3217. 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);
  3218. }
  3219. }
  3220. ////////////////////////////////////////////////////////////////////////////////
  3221. // FOG SHADER
  3222. void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
  3223. //compile
  3224. code = p_code;
  3225. valid = false;
  3226. ubo_size = 0;
  3227. uniforms.clear();
  3228. if (code.is_empty()) {
  3229. return; //just invalid, but no error
  3230. }
  3231. ShaderCompiler::GeneratedCode gen_code;
  3232. ShaderCompiler::IdentifierActions actions;
  3233. actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
  3234. uses_time = false;
  3235. actions.usage_flag_pointers["TIME"] = &uses_time;
  3236. actions.uniforms = &uniforms;
  3237. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3238. Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
  3239. ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
  3240. if (version.is_null()) {
  3241. version = scene_singleton->volumetric_fog.shader.version_create();
  3242. }
  3243. scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
  3244. ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
  3245. ubo_size = gen_code.uniform_total_size;
  3246. ubo_offsets = gen_code.uniform_offsets;
  3247. texture_uniforms = gen_code.texture_uniforms;
  3248. pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
  3249. valid = true;
  3250. }
  3251. void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  3252. if (!p_texture.is_valid()) {
  3253. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  3254. default_texture_params[p_name].erase(p_index);
  3255. if (default_texture_params[p_name].is_empty()) {
  3256. default_texture_params.erase(p_name);
  3257. }
  3258. }
  3259. } else {
  3260. if (!default_texture_params.has(p_name)) {
  3261. default_texture_params[p_name] = HashMap<int, RID>();
  3262. }
  3263. default_texture_params[p_name][p_index] = p_texture;
  3264. }
  3265. }
  3266. void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  3267. RBMap<int, StringName> order;
  3268. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  3269. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3270. continue;
  3271. }
  3272. if (E.value.texture_order >= 0) {
  3273. order[E.value.texture_order + 100000] = E.key;
  3274. } else {
  3275. order[E.value.order] = E.key;
  3276. }
  3277. }
  3278. for (const KeyValue<int, StringName> &E : order) {
  3279. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  3280. pi.name = E.value;
  3281. p_param_list->push_back(pi);
  3282. }
  3283. }
  3284. void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  3285. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  3286. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3287. continue;
  3288. }
  3289. RendererMaterialStorage::InstanceShaderParam p;
  3290. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  3291. p.info.name = E.key; //supply name
  3292. p.index = E.value.instance_index;
  3293. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  3294. p_param_list->push_back(p);
  3295. }
  3296. }
  3297. bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
  3298. if (!uniforms.has(p_param)) {
  3299. return false;
  3300. }
  3301. return uniforms[p_param].texture_order >= 0;
  3302. }
  3303. bool RendererSceneRenderRD::FogShaderData::is_animated() const {
  3304. return false;
  3305. }
  3306. bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
  3307. return false;
  3308. }
  3309. Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
  3310. if (uniforms.has(p_parameter)) {
  3311. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  3312. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  3313. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  3314. }
  3315. return Variant();
  3316. }
  3317. RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
  3318. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3319. return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
  3320. }
  3321. RendererSceneRenderRD::FogShaderData::~FogShaderData() {
  3322. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3323. ERR_FAIL_COND(!scene_singleton);
  3324. //pipeline variants will clear themselves if shader is gone
  3325. if (version.is_valid()) {
  3326. scene_singleton->volumetric_fog.shader.version_free(version);
  3327. }
  3328. }
  3329. ////////////////////////////////////////////////////////////////////////////////
  3330. // Fog material
  3331. bool RendererSceneRenderRD::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  3332. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3333. uniform_set_updated = true;
  3334. return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3335. }
  3336. RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
  3337. free_parameters_uniform_set(uniform_set);
  3338. }
  3339. RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
  3340. FogShaderData *shader_data = memnew(FogShaderData);
  3341. return shader_data;
  3342. }
  3343. RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
  3344. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
  3345. };
  3346. RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
  3347. FogMaterialData *material_data = memnew(FogMaterialData);
  3348. material_data->shader_data = p_shader;
  3349. //update will happen later anyway so do nothing.
  3350. return material_data;
  3351. }
  3352. RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
  3353. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
  3354. };
  3355. ////////////////////////////////////////////////////////////////////////////////
  3356. // Volumetric Fog
  3357. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  3358. ERR_FAIL_COND(!rb->volumetric_fog);
  3359. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  3360. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  3361. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  3362. RD::get_singleton()->free(rb->volumetric_fog->density_map);
  3363. RD::get_singleton()->free(rb->volumetric_fog->light_map);
  3364. RD::get_singleton()->free(rb->volumetric_fog->emissive_map);
  3365. if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3366. RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
  3367. }
  3368. if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3369. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
  3370. }
  3371. if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
  3372. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
  3373. }
  3374. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3375. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  3376. }
  3377. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  3378. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  3379. }
  3380. memdelete(rb->volumetric_fog);
  3381. rb->volumetric_fog = nullptr;
  3382. }
  3383. Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
  3384. Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
  3385. view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
  3386. Vector3 fog_position = Vector3(0, 0, 0);
  3387. view_position.y = -view_position.y;
  3388. fog_position.z = -view_position.z / fog_end;
  3389. fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
  3390. fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
  3391. fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
  3392. fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
  3393. fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
  3394. fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
  3395. fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
  3396. return Vector3i(fog_position);
  3397. }
  3398. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
  3399. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3400. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  3401. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  3402. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  3403. ERR_FAIL_COND(!rb);
  3404. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  3405. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  3406. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  3407. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  3408. if (rb->volumetric_fog) {
  3409. //validate
  3410. 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) {
  3411. _volumetric_fog_erase(rb);
  3412. }
  3413. }
  3414. if (!env || !env->volumetric_fog_enabled) {
  3415. //no reason to enable or update, bye
  3416. return;
  3417. }
  3418. RENDER_TIMESTAMP("> Volumetric Fog");
  3419. RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
  3420. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  3421. //required volumetric fog but not existing, create
  3422. rb->volumetric_fog = memnew(VolumetricFog);
  3423. rb->volumetric_fog->width = target_width;
  3424. rb->volumetric_fog->height = target_height;
  3425. rb->volumetric_fog->depth = volumetric_fog_depth;
  3426. RD::TextureFormat tf;
  3427. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3428. tf.width = target_width;
  3429. tf.height = target_height;
  3430. tf.depth = volumetric_fog_depth;
  3431. tf.texture_type = RD::TEXTURE_TYPE_3D;
  3432. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3433. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3434. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
  3435. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3436. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3437. RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
  3438. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3439. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  3440. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3441. RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
  3442. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3443. Vector<uint8_t> dm;
  3444. dm.resize(target_width * target_height * volumetric_fog_depth * 4);
  3445. dm.fill(0);
  3446. rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3447. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3448. rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3449. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3450. rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3451. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3452. #else
  3453. tf.format = RD::DATA_FORMAT_R32_UINT;
  3454. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3455. rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3456. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3457. RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3458. rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3459. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3460. RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3461. rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3462. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3463. RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3464. #endif
  3465. Vector<RD::Uniform> uniforms;
  3466. {
  3467. RD::Uniform u;
  3468. u.binding = 0;
  3469. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3470. u.append_id(rb->volumetric_fog->fog_map);
  3471. uniforms.push_back(u);
  3472. }
  3473. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  3474. }
  3475. if (p_fog_volumes.size() > 0) {
  3476. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
  3477. RENDER_TIMESTAMP("Render FogVolumes");
  3478. VolumetricFogShader::VolumeUBO params;
  3479. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3480. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3481. float z_near = p_cam_projection.get_z_near();
  3482. float z_far = p_cam_projection.get_z_far();
  3483. float fog_end = env->volumetric_fog_length;
  3484. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3485. Vector2 fog_near_size;
  3486. if (p_cam_projection.is_orthogonal()) {
  3487. fog_near_size = fog_far_size;
  3488. } else {
  3489. fog_near_size = Vector2();
  3490. }
  3491. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3492. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3493. params.fog_frustum_size_end[0] = fog_far_size.x;
  3494. params.fog_frustum_size_end[1] = fog_far_size.y;
  3495. params.fog_frustum_end = fog_end;
  3496. params.z_near = z_near;
  3497. params.z_far = z_far;
  3498. params.time = time;
  3499. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3500. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3501. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3502. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3503. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3504. params.detail_spread = env->volumetric_fog_detail_spread;
  3505. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3506. Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
  3507. RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
  3508. RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
  3509. RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3510. if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3511. Vector<RD::Uniform> uniforms;
  3512. {
  3513. RD::Uniform u;
  3514. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3515. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3516. #else
  3517. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3518. #endif
  3519. u.binding = 1;
  3520. u.append_id(rb->volumetric_fog->emissive_map);
  3521. uniforms.push_back(u);
  3522. }
  3523. {
  3524. RD::Uniform u;
  3525. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3526. u.binding = 2;
  3527. u.append_id(volumetric_fog.volume_ubo);
  3528. uniforms.push_back(u);
  3529. }
  3530. {
  3531. RD::Uniform u;
  3532. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3533. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3534. #else
  3535. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3536. #endif
  3537. u.binding = 3;
  3538. u.append_id(rb->volumetric_fog->density_map);
  3539. uniforms.push_back(u);
  3540. }
  3541. {
  3542. RD::Uniform u;
  3543. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3544. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3545. #else
  3546. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3547. #endif
  3548. u.binding = 4;
  3549. u.append_id(rb->volumetric_fog->light_map);
  3550. uniforms.push_back(u);
  3551. }
  3552. rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3553. }
  3554. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3555. bool any_uses_time = false;
  3556. for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
  3557. FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
  3558. ERR_FAIL_COND(!fog_volume_instance);
  3559. RID fog_volume = fog_volume_instance->volume;
  3560. RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
  3561. FogMaterialData *material = nullptr;
  3562. if (fog_material.is_valid()) {
  3563. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
  3564. if (!material || !material->shader_data->valid) {
  3565. material = nullptr;
  3566. }
  3567. }
  3568. if (!material) {
  3569. fog_material = volumetric_fog.default_material;
  3570. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
  3571. }
  3572. ERR_FAIL_COND(!material);
  3573. FogShaderData *shader_data = material->shader_data;
  3574. ERR_FAIL_COND(!shader_data);
  3575. any_uses_time |= shader_data->uses_time;
  3576. Vector3i min = Vector3i();
  3577. Vector3i max = Vector3i();
  3578. Vector3i kernel_size = Vector3i();
  3579. Vector3 position = fog_volume_instance->transform.get_origin();
  3580. RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
  3581. Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
  3582. if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
  3583. // Local fog volume.
  3584. Vector3i points[8];
  3585. points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3586. points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3587. points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3588. points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3589. points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3590. points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3591. points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3592. points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3593. min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
  3594. max = Vector3i(1, 1, 1);
  3595. for (int j = 0; j < 8; j++) {
  3596. min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
  3597. max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
  3598. }
  3599. kernel_size = max - min;
  3600. } else {
  3601. // Volume type global runs on all cells
  3602. extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3603. min = Vector3i(0, 0, 0);
  3604. kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
  3605. }
  3606. if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
  3607. continue;
  3608. }
  3609. volumetric_fog.push_constant.position[0] = position.x;
  3610. volumetric_fog.push_constant.position[1] = position.y;
  3611. volumetric_fog.push_constant.position[2] = position.z;
  3612. volumetric_fog.push_constant.extents[0] = extents.x;
  3613. volumetric_fog.push_constant.extents[1] = extents.y;
  3614. volumetric_fog.push_constant.extents[2] = extents.z;
  3615. volumetric_fog.push_constant.corner[0] = min.x;
  3616. volumetric_fog.push_constant.corner[1] = min.y;
  3617. volumetric_fog.push_constant.corner[2] = min.z;
  3618. volumetric_fog.push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
  3619. RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
  3620. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
  3621. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3622. RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
  3623. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
  3624. if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
  3625. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3626. }
  3627. RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
  3628. }
  3629. if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
  3630. RenderingServerDefault::redraw_request();
  3631. }
  3632. RD::get_singleton()->draw_command_end_label();
  3633. RD::get_singleton()->compute_list_end();
  3634. }
  3635. if (rb->volumetric_fog->process_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3636. //re create uniform set if needed
  3637. Vector<RD::Uniform> uniforms;
  3638. Vector<RD::Uniform> copy_uniforms;
  3639. {
  3640. RD::Uniform u;
  3641. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3642. u.binding = 1;
  3643. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3644. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  3645. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
  3646. } else {
  3647. u.append_id(shadow_atlas->depth);
  3648. }
  3649. uniforms.push_back(u);
  3650. copy_uniforms.push_back(u);
  3651. }
  3652. {
  3653. RD::Uniform u;
  3654. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3655. u.binding = 2;
  3656. if (directional_shadow.depth.is_valid()) {
  3657. u.append_id(directional_shadow.depth);
  3658. } else {
  3659. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
  3660. }
  3661. uniforms.push_back(u);
  3662. copy_uniforms.push_back(u);
  3663. }
  3664. {
  3665. RD::Uniform u;
  3666. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3667. u.binding = 3;
  3668. u.append_id(get_omni_light_buffer());
  3669. uniforms.push_back(u);
  3670. copy_uniforms.push_back(u);
  3671. }
  3672. {
  3673. RD::Uniform u;
  3674. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3675. u.binding = 4;
  3676. u.append_id(get_spot_light_buffer());
  3677. uniforms.push_back(u);
  3678. copy_uniforms.push_back(u);
  3679. }
  3680. {
  3681. RD::Uniform u;
  3682. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3683. u.binding = 5;
  3684. u.append_id(get_directional_light_buffer());
  3685. uniforms.push_back(u);
  3686. copy_uniforms.push_back(u);
  3687. }
  3688. {
  3689. RD::Uniform u;
  3690. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3691. u.binding = 6;
  3692. u.append_id(rb->cluster_builder->get_cluster_buffer());
  3693. uniforms.push_back(u);
  3694. copy_uniforms.push_back(u);
  3695. }
  3696. {
  3697. RD::Uniform u;
  3698. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3699. u.binding = 7;
  3700. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3701. uniforms.push_back(u);
  3702. copy_uniforms.push_back(u);
  3703. }
  3704. {
  3705. RD::Uniform u;
  3706. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3707. u.binding = 8;
  3708. u.append_id(rb->volumetric_fog->light_density_map);
  3709. uniforms.push_back(u);
  3710. copy_uniforms.push_back(u);
  3711. }
  3712. {
  3713. RD::Uniform u;
  3714. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3715. u.binding = 9;
  3716. u.append_id(rb->volumetric_fog->fog_map);
  3717. uniforms.push_back(u);
  3718. }
  3719. {
  3720. RD::Uniform u;
  3721. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3722. u.binding = 9;
  3723. u.append_id(rb->volumetric_fog->prev_light_density_map);
  3724. copy_uniforms.push_back(u);
  3725. }
  3726. {
  3727. RD::Uniform u;
  3728. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3729. u.binding = 10;
  3730. u.append_id(shadow_sampler);
  3731. uniforms.push_back(u);
  3732. copy_uniforms.push_back(u);
  3733. }
  3734. {
  3735. RD::Uniform u;
  3736. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3737. u.binding = 11;
  3738. u.append_id(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  3739. uniforms.push_back(u);
  3740. copy_uniforms.push_back(u);
  3741. }
  3742. {
  3743. RD::Uniform u;
  3744. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3745. u.binding = 12;
  3746. for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
  3747. u.append_id(rb->rbgi.voxel_gi_textures[i]);
  3748. }
  3749. uniforms.push_back(u);
  3750. copy_uniforms.push_back(u);
  3751. }
  3752. {
  3753. RD::Uniform u;
  3754. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3755. u.binding = 13;
  3756. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3757. uniforms.push_back(u);
  3758. copy_uniforms.push_back(u);
  3759. }
  3760. {
  3761. RD::Uniform u;
  3762. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3763. u.binding = 14;
  3764. u.append_id(volumetric_fog.params_ubo);
  3765. uniforms.push_back(u);
  3766. copy_uniforms.push_back(u);
  3767. }
  3768. {
  3769. RD::Uniform u;
  3770. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3771. u.binding = 15;
  3772. u.append_id(rb->volumetric_fog->prev_light_density_map);
  3773. uniforms.push_back(u);
  3774. }
  3775. {
  3776. RD::Uniform u;
  3777. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3778. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3779. #else
  3780. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3781. #endif
  3782. u.binding = 16;
  3783. u.append_id(rb->volumetric_fog->density_map);
  3784. uniforms.push_back(u);
  3785. }
  3786. {
  3787. RD::Uniform u;
  3788. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3789. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3790. #else
  3791. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3792. #endif
  3793. u.binding = 17;
  3794. u.append_id(rb->volumetric_fog->light_map);
  3795. uniforms.push_back(u);
  3796. }
  3797. {
  3798. RD::Uniform u;
  3799. #if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
  3800. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3801. #else
  3802. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3803. #endif
  3804. u.binding = 18;
  3805. u.append_id(rb->volumetric_fog->emissive_map);
  3806. uniforms.push_back(u);
  3807. }
  3808. {
  3809. RD::Uniform u;
  3810. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3811. u.binding = 19;
  3812. RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  3813. RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
  3814. u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
  3815. uniforms.push_back(u);
  3816. }
  3817. rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
  3818. rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
  3819. RID aux7 = uniforms.write[7].get_id(0);
  3820. RID aux8 = uniforms.write[8].get_id(0);
  3821. uniforms.write[7].set_id(0, aux8);
  3822. uniforms.write[8].set_id(0, aux7);
  3823. rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, 0), 0);
  3824. }
  3825. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  3826. if (using_sdfgi) {
  3827. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3828. Vector<RD::Uniform> uniforms;
  3829. {
  3830. RD::Uniform u;
  3831. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3832. u.binding = 0;
  3833. u.append_id(gi.sdfgi_ubo);
  3834. uniforms.push_back(u);
  3835. }
  3836. {
  3837. RD::Uniform u;
  3838. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3839. u.binding = 1;
  3840. u.append_id(rb->sdfgi->ambient_texture);
  3841. uniforms.push_back(u);
  3842. }
  3843. {
  3844. RD::Uniform u;
  3845. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3846. u.binding = 2;
  3847. u.append_id(rb->sdfgi->occlusion_texture);
  3848. uniforms.push_back(u);
  3849. }
  3850. rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
  3851. }
  3852. }
  3853. rb->volumetric_fog->length = env->volumetric_fog_length;
  3854. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  3855. VolumetricFogShader::ParamsUBO params;
  3856. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3857. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3858. float z_near = p_cam_projection.get_z_near();
  3859. float z_far = p_cam_projection.get_z_far();
  3860. float fog_end = env->volumetric_fog_length;
  3861. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3862. Vector2 fog_near_size;
  3863. if (p_cam_projection.is_orthogonal()) {
  3864. fog_near_size = fog_far_size;
  3865. } else {
  3866. fog_near_size = Vector2();
  3867. }
  3868. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3869. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3870. params.fog_frustum_size_end[0] = fog_far_size.x;
  3871. params.fog_frustum_size_end[1] = fog_far_size.y;
  3872. params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
  3873. params.z_far = z_far;
  3874. params.fog_frustum_end = fog_end;
  3875. Color ambient_color = env->ambient_light.srgb_to_linear();
  3876. params.ambient_color[0] = ambient_color.r;
  3877. params.ambient_color[1] = ambient_color.g;
  3878. params.ambient_color[2] = ambient_color.b;
  3879. params.sky_contribution = env->ambient_sky_contribution;
  3880. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3881. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3882. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3883. params.directional_light_count = p_directional_light_count;
  3884. Color emission = env->volumetric_fog_emission.srgb_to_linear();
  3885. params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
  3886. params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
  3887. params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
  3888. params.base_density = env->volumetric_fog_density;
  3889. Color base_scattering = env->volumetric_fog_scattering.srgb_to_linear();
  3890. params.base_scattering[0] = base_scattering.r;
  3891. params.base_scattering[1] = base_scattering.g;
  3892. params.base_scattering[2] = base_scattering.b;
  3893. params.phase_g = env->volumetric_fog_anisotropy;
  3894. params.detail_spread = env->volumetric_fog_detail_spread;
  3895. params.gi_inject = env->volumetric_fog_gi_inject;
  3896. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  3897. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  3898. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  3899. params.cam_rotation[3] = 0;
  3900. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  3901. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  3902. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  3903. params.cam_rotation[7] = 0;
  3904. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  3905. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  3906. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  3907. params.cam_rotation[11] = 0;
  3908. params.filter_axis = 0;
  3909. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  3910. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3911. Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
  3912. RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
  3913. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3914. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3915. {
  3916. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  3917. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  3918. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  3919. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  3920. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  3921. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
  3922. params.cluster_width = cluster_screen_width;
  3923. params.screen_size[0] = rb->width;
  3924. params.screen_size[1] = rb->height;
  3925. }
  3926. Basis sky_transform = env->sky_orientation;
  3927. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  3928. RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
  3929. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  3930. RENDER_TIMESTAMP("Render Fog");
  3931. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3932. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3933. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
  3934. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3935. if (using_sdfgi) {
  3936. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3937. }
  3938. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3939. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3940. // Copy fog to history buffer
  3941. if (env->volumetric_fog_temporal_reprojection) {
  3942. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
  3943. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
  3944. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3945. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3946. }
  3947. RD::get_singleton()->draw_command_end_label();
  3948. if (volumetric_fog_filter_active) {
  3949. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  3950. RENDER_TIMESTAMP("Filter Fog");
  3951. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3952. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3953. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3954. RD::get_singleton()->compute_list_end();
  3955. //need restart for buffer update
  3956. params.filter_axis = 1;
  3957. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  3958. compute_list = RD::get_singleton()->compute_list_begin();
  3959. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3960. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
  3961. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3962. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3963. RD::get_singleton()->draw_command_end_label();
  3964. }
  3965. RENDER_TIMESTAMP("Integrate Fog");
  3966. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  3967. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
  3968. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3969. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  3970. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  3971. RENDER_TIMESTAMP("< Volumetric Fog");
  3972. RD::get_singleton()->draw_command_end_label();
  3973. RD::get_singleton()->draw_command_end_label();
  3974. }
  3975. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3976. if (p_render_data->render_buffers.is_valid()) {
  3977. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3978. if (rb->sdfgi != nullptr) {
  3979. return true;
  3980. }
  3981. }
  3982. return false;
  3983. }
  3984. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3985. if (p_render_data->render_buffers.is_valid()) {
  3986. if (p_use_gi) {
  3987. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3988. ERR_FAIL_COND(rb == nullptr);
  3989. if (rb->sdfgi == nullptr) {
  3990. return;
  3991. }
  3992. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  3993. rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky));
  3994. }
  3995. }
  3996. }
  3997. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3998. if (p_render_data->render_buffers.is_valid()) {
  3999. if (p_use_gi) {
  4000. RD::get_singleton()->compute_list_end();
  4001. }
  4002. }
  4003. }
  4004. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID *p_normal_roughness_views, RID p_voxel_gi_buffer) {
  4005. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  4006. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  4007. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  4008. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  4009. ERR_FAIL_COND(rb == nullptr);
  4010. if (rb->sdfgi != nullptr) {
  4011. rb->sdfgi->store_probes();
  4012. }
  4013. }
  4014. render_state.cube_shadows.clear();
  4015. render_state.shadows.clear();
  4016. render_state.directional_shadows.clear();
  4017. Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  4018. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  4019. {
  4020. for (int i = 0; i < render_state.render_shadow_count; i++) {
  4021. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  4022. if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  4023. render_state.directional_shadows.push_back(i);
  4024. } else if (light_storage->light_get_type(li->light) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  4025. render_state.cube_shadows.push_back(i);
  4026. } else {
  4027. render_state.shadows.push_back(i);
  4028. }
  4029. }
  4030. //cube shadows are rendered in their own way
  4031. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  4032. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
  4033. }
  4034. if (render_state.directional_shadows.size()) {
  4035. //open the pass for directional shadows
  4036. _update_directional_shadow_atlas();
  4037. 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);
  4038. RD::get_singleton()->draw_list_end();
  4039. }
  4040. }
  4041. // Render GI
  4042. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  4043. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  4044. if (render_shadows && render_gi) {
  4045. RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
  4046. } else if (render_shadows) {
  4047. RENDER_TIMESTAMP("Render Shadows");
  4048. } else if (render_gi) {
  4049. RENDER_TIMESTAMP("Render GI");
  4050. }
  4051. //prepare shadow rendering
  4052. if (render_shadows) {
  4053. _render_shadow_begin();
  4054. //render directional shadows
  4055. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  4056. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  4057. }
  4058. //render positional shadows
  4059. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  4060. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  4061. }
  4062. _render_shadow_process();
  4063. }
  4064. //start GI
  4065. if (render_gi) {
  4066. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_views, p_voxel_gi_buffer, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  4067. }
  4068. //Do shadow rendering (in parallel with GI)
  4069. if (render_shadows) {
  4070. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  4071. }
  4072. if (render_gi) {
  4073. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  4074. }
  4075. if (p_render_data->render_buffers.is_valid()) {
  4076. if (p_use_ssao || p_use_ssil) {
  4077. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  4078. ERR_FAIL_COND(!rb);
  4079. bool invalidate_uniform_set = false;
  4080. if (rb->ss_effects.linear_depth.is_null()) {
  4081. RD::TextureFormat tf;
  4082. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  4083. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  4084. tf.width = (rb->width + 1) / 2;
  4085. tf.height = (rb->height + 1) / 2;
  4086. tf.mipmaps = 5;
  4087. tf.array_layers = 4;
  4088. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  4089. rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4090. RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
  4091. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  4092. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
  4093. rb->ss_effects.linear_depth_slices.push_back(slice);
  4094. RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
  4095. }
  4096. invalidate_uniform_set = true;
  4097. }
  4098. RendererCompositorRD::singleton->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
  4099. }
  4100. if (p_use_ssao) {
  4101. // TODO make these proper stereo and thus use p_normal_roughness_views correctly
  4102. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_views[0], p_render_data->cam_projection);
  4103. }
  4104. if (p_use_ssil) {
  4105. // TODO make these proper stereo and thus use p_normal_roughness_views correctly
  4106. _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_views[0], p_render_data->cam_projection, p_render_data->cam_transform);
  4107. }
  4108. }
  4109. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  4110. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  4111. if (current_cluster_builder) {
  4112. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  4113. }
  4114. bool using_shadows = true;
  4115. if (p_render_data->reflection_probe.is_valid()) {
  4116. if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  4117. using_shadows = false;
  4118. }
  4119. } else {
  4120. //do not render reflections when rendering a reflection probe
  4121. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  4122. }
  4123. uint32_t directional_light_count = 0;
  4124. uint32_t positional_light_count = 0;
  4125. _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
  4126. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  4127. p_render_data->directional_light_count = directional_light_count;
  4128. if (current_cluster_builder) {
  4129. current_cluster_builder->bake_cluster();
  4130. }
  4131. if (p_render_data->render_buffers.is_valid()) {
  4132. bool directional_shadows = false;
  4133. for (uint32_t i = 0; i < directional_light_count; i++) {
  4134. if (cluster.directional_lights[i].shadow_enabled) {
  4135. directional_shadows = true;
  4136. break;
  4137. }
  4138. }
  4139. if (is_volumetric_supported()) {
  4140. _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
  4141. }
  4142. }
  4143. }
  4144. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  4145. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  4146. // getting this here now so we can direct call a bunch of things more easily
  4147. RenderBuffers *rb = nullptr;
  4148. if (p_render_buffers.is_valid()) {
  4149. rb = render_buffers_owner.get_or_null(p_render_buffers);
  4150. ERR_FAIL_COND(!rb);
  4151. }
  4152. //assign render data
  4153. RenderDataRD render_data;
  4154. {
  4155. render_data.render_buffers = p_render_buffers;
  4156. // Our first camera is used by default
  4157. render_data.cam_transform = p_camera_data->main_transform;
  4158. render_data.cam_projection = p_camera_data->main_projection;
  4159. render_data.cam_orthogonal = p_camera_data->is_orthogonal;
  4160. render_data.taa_jitter = p_camera_data->taa_jitter;
  4161. render_data.view_count = p_camera_data->view_count;
  4162. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  4163. render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  4164. render_data.view_projection[v] = p_camera_data->view_projection[v];
  4165. }
  4166. render_data.prev_cam_transform = p_prev_camera_data->main_transform;
  4167. render_data.prev_cam_projection = p_prev_camera_data->main_projection;
  4168. render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  4169. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  4170. render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  4171. }
  4172. render_data.z_near = p_camera_data->main_projection.get_z_near();
  4173. render_data.z_far = p_camera_data->main_projection.get_z_far();
  4174. render_data.instances = &p_instances;
  4175. render_data.lights = &p_lights;
  4176. render_data.reflection_probes = &p_reflection_probes;
  4177. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  4178. render_data.decals = &p_decals;
  4179. render_data.lightmaps = &p_lightmaps;
  4180. render_data.fog_volumes = &p_fog_volumes;
  4181. render_data.environment = p_environment;
  4182. render_data.camera_effects = p_camera_effects;
  4183. render_data.shadow_atlas = p_shadow_atlas;
  4184. render_data.reflection_atlas = p_reflection_atlas;
  4185. render_data.reflection_probe = p_reflection_probe;
  4186. render_data.reflection_probe_pass = p_reflection_probe_pass;
  4187. // this should be the same for all cameras..
  4188. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  4189. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  4190. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  4191. render_data.screen_mesh_lod_threshold = 0.0;
  4192. } else {
  4193. render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  4194. }
  4195. render_state.render_shadows = p_render_shadows;
  4196. render_state.render_shadow_count = p_render_shadow_count;
  4197. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  4198. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  4199. render_state.sdfgi_update_data = p_sdfgi_update_data;
  4200. render_data.render_info = r_render_info;
  4201. }
  4202. PagedArray<RID> empty;
  4203. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  4204. render_data.lights = &empty;
  4205. render_data.reflection_probes = &empty;
  4206. render_data.voxel_gi_instances = &empty;
  4207. }
  4208. //sdfgi first
  4209. if (rb != nullptr && rb->sdfgi != nullptr) {
  4210. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  4211. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  4212. }
  4213. if (render_state.sdfgi_update_data->update_static) {
  4214. 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);
  4215. }
  4216. }
  4217. Color clear_color;
  4218. if (p_render_buffers.is_valid()) {
  4219. clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
  4220. } else {
  4221. clear_color = RSG::texture_storage->get_default_clear_color();
  4222. }
  4223. //assign render indices to voxel_gi_instances
  4224. if (is_dynamic_gi_supported()) {
  4225. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  4226. RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  4227. if (voxel_gi_inst) {
  4228. voxel_gi_inst->render_index = i;
  4229. }
  4230. }
  4231. }
  4232. if (render_buffers_owner.owns(render_data.render_buffers)) {
  4233. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  4234. current_cluster_builder = rb->cluster_builder;
  4235. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  4236. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  4237. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  4238. if (!ra) {
  4239. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  4240. current_cluster_builder = nullptr;
  4241. } else {
  4242. current_cluster_builder = ra->cluster_builder;
  4243. }
  4244. } else {
  4245. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  4246. current_cluster_builder = nullptr;
  4247. }
  4248. render_state.voxel_gi_count = 0;
  4249. if (rb != nullptr && is_dynamic_gi_supported()) {
  4250. if (rb->sdfgi) {
  4251. rb->sdfgi->update_cascades();
  4252. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  4253. rb->sdfgi->update_light();
  4254. }
  4255. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  4256. }
  4257. render_state.depth_prepass_used = false;
  4258. //calls _pre_opaque_render between depth pre-pass and opaque pass
  4259. if (current_cluster_builder != nullptr) {
  4260. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  4261. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  4262. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  4263. }
  4264. _render_scene(&render_data, clear_color);
  4265. if (p_render_buffers.is_valid()) {
  4266. /*
  4267. _debug_draw_cluster(p_render_buffers);
  4268. _render_buffers_post_process_and_tonemap(&render_data);
  4269. */
  4270. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  4271. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  4272. Vector<RID> view_rids;
  4273. for (int v = 0; v < rb->views.size(); v++) {
  4274. view_rids.push_back(rb->views[v].view_texture);
  4275. }
  4276. rb->sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture, view_rids);
  4277. }
  4278. }
  4279. }
  4280. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  4281. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  4282. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  4283. if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
  4284. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  4285. switch (dd) {
  4286. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  4287. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  4288. break;
  4289. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  4290. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  4291. break;
  4292. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  4293. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  4294. break;
  4295. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  4296. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  4297. break;
  4298. default: {
  4299. }
  4300. }
  4301. current_cluster_builder->debug(elem_type);
  4302. }
  4303. }
  4304. }
  4305. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  4306. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  4307. ERR_FAIL_COND(!light_instance);
  4308. Rect2i atlas_rect;
  4309. uint32_t atlas_size;
  4310. RID atlas_fb;
  4311. bool using_dual_paraboloid = false;
  4312. bool using_dual_paraboloid_flip = false;
  4313. Vector2i dual_paraboloid_offset;
  4314. RID render_fb;
  4315. RID render_texture;
  4316. float zfar;
  4317. bool use_pancake = false;
  4318. bool render_cubemap = false;
  4319. bool finalize_cubemap = false;
  4320. bool flip_y = false;
  4321. CameraMatrix light_projection;
  4322. Transform3D light_transform;
  4323. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  4324. //set pssm stuff
  4325. if (light_instance->last_scene_shadow_pass != scene_pass) {
  4326. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  4327. directional_shadow.current_light++;
  4328. light_instance->last_scene_shadow_pass = scene_pass;
  4329. }
  4330. use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  4331. light_projection = light_instance->shadow_transform[p_pass].camera;
  4332. light_transform = light_instance->shadow_transform[p_pass].transform;
  4333. atlas_rect = light_instance->directional_rect;
  4334. if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  4335. atlas_rect.size.width /= 2;
  4336. atlas_rect.size.height /= 2;
  4337. if (p_pass == 1) {
  4338. atlas_rect.position.x += atlas_rect.size.width;
  4339. } else if (p_pass == 2) {
  4340. atlas_rect.position.y += atlas_rect.size.height;
  4341. } else if (p_pass == 3) {
  4342. atlas_rect.position += atlas_rect.size;
  4343. }
  4344. } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  4345. atlas_rect.size.height /= 2;
  4346. if (p_pass == 0) {
  4347. } else {
  4348. atlas_rect.position.y += atlas_rect.size.height;
  4349. }
  4350. }
  4351. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  4352. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  4353. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  4354. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4355. render_fb = directional_shadow.fb;
  4356. render_texture = RID();
  4357. flip_y = true;
  4358. } else {
  4359. //set from shadow atlas
  4360. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  4361. ERR_FAIL_COND(!shadow_atlas);
  4362. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  4363. _update_shadow_atlas(shadow_atlas);
  4364. uint32_t key = shadow_atlas->shadow_owners[p_light];
  4365. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4366. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4367. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  4368. uint32_t quadrant_size = shadow_atlas->size >> 1;
  4369. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  4370. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  4371. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  4372. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4373. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4374. atlas_rect.size.width = shadow_size;
  4375. atlas_rect.size.height = shadow_size;
  4376. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4377. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  4378. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  4379. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  4380. if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  4381. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  4382. render_fb = cubemap->side_fb[p_pass];
  4383. render_texture = cubemap->cubemap;
  4384. light_projection = light_instance->shadow_transform[p_pass].camera;
  4385. light_transform = light_instance->shadow_transform[p_pass].transform;
  4386. render_cubemap = true;
  4387. finalize_cubemap = p_pass == 5;
  4388. atlas_fb = shadow_atlas->fb;
  4389. atlas_size = shadow_atlas->size;
  4390. if (p_pass == 0) {
  4391. _render_shadow_begin();
  4392. }
  4393. } else {
  4394. atlas_rect.position.x += 1;
  4395. atlas_rect.position.y += 1;
  4396. atlas_rect.size.x -= 2;
  4397. atlas_rect.size.y -= 2;
  4398. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  4399. light_projection = light_instance->shadow_transform[0].camera;
  4400. light_transform = light_instance->shadow_transform[0].transform;
  4401. using_dual_paraboloid = true;
  4402. using_dual_paraboloid_flip = p_pass == 1;
  4403. render_fb = shadow_atlas->fb;
  4404. flip_y = true;
  4405. }
  4406. } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  4407. light_projection = light_instance->shadow_transform[0].camera;
  4408. light_transform = light_instance->shadow_transform[0].transform;
  4409. render_fb = shadow_atlas->fb;
  4410. flip_y = true;
  4411. }
  4412. }
  4413. if (render_cubemap) {
  4414. //rendering to cubemap
  4415. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  4416. if (finalize_cubemap) {
  4417. _render_shadow_process();
  4418. _render_shadow_end();
  4419. //reblit
  4420. Rect2 atlas_rect_norm = atlas_rect;
  4421. atlas_rect_norm.position /= float(atlas_size);
  4422. atlas_rect_norm.size /= float(atlas_size);
  4423. copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
  4424. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  4425. copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
  4426. //restore transform so it can be properly used
  4427. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  4428. }
  4429. } else {
  4430. //render shadow
  4431. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  4432. }
  4433. }
  4434. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  4435. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
  4436. }
  4437. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  4438. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  4439. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  4440. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  4441. CameraMatrix cm;
  4442. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  4443. Vector3 cam_pos = p_transform.origin;
  4444. cam_pos.y += extents.y;
  4445. Transform3D cam_xform;
  4446. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
  4447. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  4448. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  4449. }
  4450. bool RendererSceneRenderRD::free(RID p_rid) {
  4451. if (render_buffers_owner.owns(p_rid)) {
  4452. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  4453. _free_render_buffer_data(rb);
  4454. memdelete(rb->data);
  4455. if (rb->sdfgi) {
  4456. rb->sdfgi->erase();
  4457. memdelete(rb->sdfgi);
  4458. rb->sdfgi = nullptr;
  4459. }
  4460. if (rb->volumetric_fog) {
  4461. _volumetric_fog_erase(rb);
  4462. }
  4463. if (rb->cluster_builder) {
  4464. memdelete(rb->cluster_builder);
  4465. }
  4466. render_buffers_owner.free(p_rid);
  4467. } else if (environment_owner.owns(p_rid)) {
  4468. //not much to delete, just free it
  4469. environment_owner.free(p_rid);
  4470. } else if (camera_effects_owner.owns(p_rid)) {
  4471. //not much to delete, just free it
  4472. camera_effects_owner.free(p_rid);
  4473. } else if (reflection_atlas_owner.owns(p_rid)) {
  4474. reflection_atlas_set_size(p_rid, 0, 0);
  4475. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  4476. if (ra->cluster_builder) {
  4477. memdelete(ra->cluster_builder);
  4478. }
  4479. reflection_atlas_owner.free(p_rid);
  4480. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  4481. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  4482. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  4483. reflection_probe_release_atlas_index(p_rid);
  4484. reflection_probe_instance_owner.free(p_rid);
  4485. } else if (decal_instance_owner.owns(p_rid)) {
  4486. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  4487. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  4488. decal_instance_owner.free(p_rid);
  4489. } else if (lightmap_instance_owner.owns(p_rid)) {
  4490. lightmap_instance_owner.free(p_rid);
  4491. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  4492. RendererRD::GI::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
  4493. if (voxel_gi->texture.is_valid()) {
  4494. RD::get_singleton()->free(voxel_gi->texture);
  4495. RD::get_singleton()->free(voxel_gi->write_buffer);
  4496. }
  4497. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  4498. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  4499. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  4500. }
  4501. gi.voxel_gi_instance_owner.free(p_rid);
  4502. } else if (sky.sky_owner.owns(p_rid)) {
  4503. sky.update_dirty_skys();
  4504. sky.free_sky(p_rid);
  4505. } else if (light_instance_owner.owns(p_rid)) {
  4506. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  4507. //remove from shadow atlases..
  4508. for (const RID &E : light_instance->shadow_atlases) {
  4509. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
  4510. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  4511. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  4512. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4513. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4514. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  4515. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  4516. // Omni lights use two atlas spots, make sure to clear the other as well
  4517. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  4518. }
  4519. shadow_atlas->shadow_owners.erase(p_rid);
  4520. }
  4521. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  4522. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  4523. }
  4524. light_instance_owner.free(p_rid);
  4525. } else if (shadow_atlas_owner.owns(p_rid)) {
  4526. shadow_atlas_set_size(p_rid, 0);
  4527. shadow_atlas_owner.free(p_rid);
  4528. } else if (fog_volume_instance_owner.owns(p_rid)) {
  4529. fog_volume_instance_owner.free(p_rid);
  4530. } else {
  4531. return false;
  4532. }
  4533. return true;
  4534. }
  4535. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  4536. debug_draw = p_debug_draw;
  4537. }
  4538. void RendererSceneRenderRD::update() {
  4539. sky.update_dirty_skys();
  4540. }
  4541. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  4542. time = p_time;
  4543. time_step = p_step;
  4544. }
  4545. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  4546. screen_space_roughness_limiter = p_enable;
  4547. screen_space_roughness_limiter_amount = p_amount;
  4548. screen_space_roughness_limiter_limit = p_limit;
  4549. }
  4550. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  4551. return screen_space_roughness_limiter;
  4552. }
  4553. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  4554. return screen_space_roughness_limiter_amount;
  4555. }
  4556. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  4557. return screen_space_roughness_limiter_limit;
  4558. }
  4559. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  4560. RD::TextureFormat tf;
  4561. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  4562. tf.width = p_image_size.width; // Always 64x64
  4563. tf.height = p_image_size.height;
  4564. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4565. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4566. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4567. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4568. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  4569. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4570. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4571. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4572. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4573. 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;
  4574. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4575. Vector<RID> fb_tex;
  4576. fb_tex.push_back(albedo_alpha_tex);
  4577. fb_tex.push_back(normal_tex);
  4578. fb_tex.push_back(orm_tex);
  4579. fb_tex.push_back(emission_tex);
  4580. fb_tex.push_back(depth_write_tex);
  4581. fb_tex.push_back(depth_tex);
  4582. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  4583. //RID sampled_light;
  4584. GeometryInstance *gi = geometry_instance_create(p_base);
  4585. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  4586. Vector<RID> materials;
  4587. materials.resize(sc);
  4588. for (uint32_t i = 0; i < sc; i++) {
  4589. if (i < (uint32_t)p_material_overrides.size()) {
  4590. materials.write[i] = p_material_overrides[i];
  4591. }
  4592. }
  4593. geometry_instance_set_surface_materials(gi, materials);
  4594. if (cull_argument.size() == 0) {
  4595. cull_argument.push_back(nullptr);
  4596. }
  4597. cull_argument[0] = gi;
  4598. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  4599. geometry_instance_free(gi);
  4600. TypedArray<Image> ret;
  4601. {
  4602. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  4603. Ref<Image> img;
  4604. img.instantiate();
  4605. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4606. RD::get_singleton()->free(albedo_alpha_tex);
  4607. ret.push_back(img);
  4608. }
  4609. {
  4610. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  4611. Ref<Image> img;
  4612. img.instantiate();
  4613. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4614. RD::get_singleton()->free(normal_tex);
  4615. ret.push_back(img);
  4616. }
  4617. {
  4618. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  4619. Ref<Image> img;
  4620. img.instantiate();
  4621. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4622. RD::get_singleton()->free(orm_tex);
  4623. ret.push_back(img);
  4624. }
  4625. {
  4626. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  4627. Ref<Image> img;
  4628. img.instantiate();
  4629. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  4630. RD::get_singleton()->free(emission_tex);
  4631. ret.push_back(img);
  4632. }
  4633. RD::get_singleton()->free(depth_write_tex);
  4634. RD::get_singleton()->free(depth_tex);
  4635. return ret;
  4636. }
  4637. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  4638. gi.sdfgi_debug_probe_pos = p_position;
  4639. gi.sdfgi_debug_probe_dir = p_dir;
  4640. }
  4641. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  4642. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  4643. return cluster.reflection_buffer;
  4644. }
  4645. RID RendererSceneRenderRD::get_omni_light_buffer() {
  4646. return cluster.omni_light_buffer;
  4647. }
  4648. RID RendererSceneRenderRD::get_spot_light_buffer() {
  4649. return cluster.spot_light_buffer;
  4650. }
  4651. RID RendererSceneRenderRD::get_directional_light_buffer() {
  4652. return cluster.directional_light_buffer;
  4653. }
  4654. RID RendererSceneRenderRD::get_decal_buffer() {
  4655. return cluster.decal_buffer;
  4656. }
  4657. int RendererSceneRenderRD::get_max_directional_lights() const {
  4658. return cluster.max_directional_lights;
  4659. }
  4660. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  4661. // usable by default (unless low end = true)
  4662. return true;
  4663. }
  4664. bool RendererSceneRenderRD::is_clustered_enabled() const {
  4665. // used by default.
  4666. return true;
  4667. }
  4668. bool RendererSceneRenderRD::is_volumetric_supported() const {
  4669. // usable by default (unless low end = true)
  4670. return true;
  4671. }
  4672. uint32_t RendererSceneRenderRD::get_max_elements() const {
  4673. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  4674. }
  4675. RendererSceneRenderRD::RendererSceneRenderRD() {
  4676. singleton = this;
  4677. }
  4678. void RendererSceneRenderRD::init() {
  4679. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  4680. max_cluster_elements = get_max_elements();
  4681. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  4682. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  4683. /* SKY SHADER */
  4684. sky.init();
  4685. /* GI */
  4686. if (is_dynamic_gi_supported()) {
  4687. gi.init(&sky);
  4688. }
  4689. { //decals
  4690. cluster.max_decals = max_cluster_elements;
  4691. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  4692. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  4693. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  4694. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  4695. }
  4696. { //reflections
  4697. cluster.max_reflections = max_cluster_elements;
  4698. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  4699. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  4700. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  4701. }
  4702. { //lights
  4703. cluster.max_lights = max_cluster_elements;
  4704. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  4705. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4706. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4707. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4708. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4709. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4710. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4711. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  4712. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  4713. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  4714. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  4715. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  4716. }
  4717. if (is_volumetric_supported()) {
  4718. {
  4719. // Initialize local fog shader
  4720. Vector<String> volumetric_fog_modes;
  4721. volumetric_fog_modes.push_back("");
  4722. volumetric_fog.shader.initialize(volumetric_fog_modes);
  4723. material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
  4724. material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
  4725. volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
  4726. }
  4727. {
  4728. ShaderCompiler::DefaultIdentifierActions actions;
  4729. actions.renames["TIME"] = "scene_params.time";
  4730. actions.renames["PI"] = _MKSTR(Math_PI);
  4731. actions.renames["TAU"] = _MKSTR(Math_TAU);
  4732. actions.renames["E"] = _MKSTR(Math_E);
  4733. actions.renames["WORLD_POSITION"] = "world.xyz";
  4734. actions.renames["OBJECT_POSITION"] = "params.position";
  4735. actions.renames["UVW"] = "uvw";
  4736. actions.renames["EXTENTS"] = "params.extents";
  4737. actions.renames["ALBEDO"] = "albedo";
  4738. actions.renames["DENSITY"] = "density";
  4739. actions.renames["EMISSION"] = "emission";
  4740. actions.renames["SDF"] = "sdf";
  4741. actions.usage_defines["SDF"] = "#define SDF_USED\n";
  4742. actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
  4743. actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
  4744. actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
  4745. actions.sampler_array_name = "material_samplers";
  4746. actions.base_texture_binding_index = 1;
  4747. actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
  4748. actions.base_uniform_string = "material.";
  4749. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  4750. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  4751. actions.global_buffer_array_variable = "global_variables.data";
  4752. volumetric_fog.compiler.initialize(actions);
  4753. }
  4754. {
  4755. // default material and shader for fog shader
  4756. volumetric_fog.default_shader = material_storage->shader_allocate();
  4757. material_storage->shader_initialize(volumetric_fog.default_shader);
  4758. material_storage->shader_set_code(volumetric_fog.default_shader, R"(
  4759. // Default fog shader.
  4760. shader_type fog;
  4761. void fog() {
  4762. DENSITY = 1.0;
  4763. ALBEDO = vec3(1.0);
  4764. }
  4765. )");
  4766. volumetric_fog.default_material = material_storage->material_allocate();
  4767. material_storage->material_initialize(volumetric_fog.default_material);
  4768. material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
  4769. FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
  4770. volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
  4771. Vector<RD::Uniform> uniforms;
  4772. {
  4773. Vector<RID> ids;
  4774. ids.resize(12);
  4775. RID *ids_ptr = ids.ptrw();
  4776. ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4777. ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4778. ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4779. ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4780. ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4781. ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4782. ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4783. ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4784. ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4785. ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4786. ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4787. ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4788. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
  4789. uniforms.push_back(u);
  4790. }
  4791. {
  4792. RD::Uniform u;
  4793. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  4794. u.binding = 2;
  4795. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
  4796. uniforms.push_back(u);
  4797. }
  4798. volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
  4799. }
  4800. {
  4801. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  4802. defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  4803. if (is_using_radiance_cubemap_array()) {
  4804. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  4805. }
  4806. Vector<String> volumetric_fog_modes;
  4807. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  4808. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  4809. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  4810. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  4811. volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
  4812. volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
  4813. volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
  4814. for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
  4815. volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
  4816. }
  4817. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  4818. }
  4819. }
  4820. {
  4821. RD::SamplerState sampler;
  4822. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  4823. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  4824. sampler.enable_compare = true;
  4825. sampler.compare_op = RD::COMPARE_OP_LESS;
  4826. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  4827. }
  4828. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  4829. 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"));
  4830. 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"));
  4831. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  4832. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  4833. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  4834. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  4835. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  4836. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  4837. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  4838. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  4839. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  4840. environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
  4841. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  4842. directional_soft_shadow_kernel = memnew_arr(float, 128);
  4843. penumbra_shadow_kernel = memnew_arr(float, 128);
  4844. soft_shadow_kernel = memnew_arr(float, 128);
  4845. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  4846. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  4847. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  4848. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  4849. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  4850. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  4851. cull_argument.set_page_pool(&cull_argument_pool);
  4852. bool can_use_storage = _render_buffers_can_be_storage();
  4853. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  4854. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  4855. tone_mapper = memnew(RendererRD::ToneMapper);
  4856. }
  4857. RendererSceneRenderRD::~RendererSceneRenderRD() {
  4858. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  4859. if (bokeh_dof) {
  4860. memdelete(bokeh_dof);
  4861. }
  4862. if (copy_effects) {
  4863. memdelete(copy_effects);
  4864. }
  4865. if (tone_mapper) {
  4866. memdelete(tone_mapper);
  4867. }
  4868. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  4869. RD::get_singleton()->free(E.value.cubemap);
  4870. }
  4871. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  4872. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  4873. }
  4874. if (is_dynamic_gi_supported()) {
  4875. gi.free();
  4876. }
  4877. if (is_volumetric_supported()) {
  4878. volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
  4879. RD::get_singleton()->free(volumetric_fog.volume_ubo);
  4880. RD::get_singleton()->free(volumetric_fog.params_ubo);
  4881. material_storage->shader_free(volumetric_fog.default_shader);
  4882. material_storage->material_free(volumetric_fog.default_material);
  4883. }
  4884. memdelete_arr(directional_penumbra_shadow_kernel);
  4885. memdelete_arr(directional_soft_shadow_kernel);
  4886. memdelete_arr(penumbra_shadow_kernel);
  4887. memdelete_arr(soft_shadow_kernel);
  4888. {
  4889. RD::get_singleton()->free(cluster.directional_light_buffer);
  4890. RD::get_singleton()->free(cluster.omni_light_buffer);
  4891. RD::get_singleton()->free(cluster.spot_light_buffer);
  4892. RD::get_singleton()->free(cluster.reflection_buffer);
  4893. RD::get_singleton()->free(cluster.decal_buffer);
  4894. memdelete_arr(cluster.directional_lights);
  4895. memdelete_arr(cluster.omni_lights);
  4896. memdelete_arr(cluster.spot_lights);
  4897. memdelete_arr(cluster.omni_light_sort);
  4898. memdelete_arr(cluster.spot_light_sort);
  4899. memdelete_arr(cluster.reflections);
  4900. memdelete_arr(cluster.reflection_sort);
  4901. memdelete_arr(cluster.decals);
  4902. memdelete_arr(cluster.decal_sort);
  4903. }
  4904. RD::get_singleton()->free(shadow_sampler);
  4905. directional_shadow_atlas_set_size(0);
  4906. cull_argument.reset(); //avoid exit error
  4907. }