renderer_scene_render_rd.cpp 67 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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/io/image.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/renderer_rd/environment/fog.h"
  35. #include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"
  36. #include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"
  37. #include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  39. #include "servers/rendering/rendering_server_default.h"
  40. #include "servers/rendering/shader_include_db.h"
  41. #include "servers/rendering/storage/camera_attributes_storage.h"
  42. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  43. const float golden_angle = 2.4;
  44. for (int i = 0; i < p_sample_count; i++) {
  45. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  46. float theta = float(i) * golden_angle;
  47. r_kernel[i * 4] = Math::cos(theta) * r;
  48. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  49. }
  50. }
  51. RID RendererSceneRenderRD::sky_allocate() {
  52. return sky.allocate_sky_rid();
  53. }
  54. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  55. sky.initialize_sky_rid(p_rid);
  56. }
  57. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  58. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  59. }
  60. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  61. sky.sky_set_mode(p_sky, p_mode);
  62. }
  63. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  64. sky.sky_set_material(p_sky, p_material);
  65. }
  66. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  67. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  68. }
  69. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  70. glow_bicubic_upscale = p_enable;
  71. }
  72. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  73. volumetric_fog_size = p_size;
  74. volumetric_fog_depth = p_depth;
  75. }
  76. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  77. volumetric_fog_filter_active = p_enable;
  78. }
  79. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  80. gi.sdfgi_ray_count = p_ray_count;
  81. }
  82. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  83. gi.sdfgi_frames_to_converge = p_frames;
  84. }
  85. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  86. gi.sdfgi_frames_to_update_light = p_update;
  87. }
  88. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  89. ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
  90. RS::EnvironmentBG environment_background = environment_get_background(p_env);
  91. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  92. return Ref<Image>(); //nothing to bake
  93. }
  94. RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
  95. bool use_ambient_light = false;
  96. bool use_cube_map = false;
  97. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  98. use_ambient_light = true;
  99. } else {
  100. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  101. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  102. }
  103. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
  104. Color ambient_color;
  105. float ambient_color_sky_mix = 0.0;
  106. if (use_ambient_light) {
  107. ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
  108. const float ambient_energy = environment_get_ambient_light_energy(p_env);
  109. ambient_color = environment_get_ambient_light(p_env);
  110. ambient_color = ambient_color.srgb_to_linear();
  111. ambient_color.r *= ambient_energy;
  112. ambient_color.g *= ambient_energy;
  113. ambient_color.b *= ambient_energy;
  114. }
  115. if (use_cube_map) {
  116. Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
  117. if (use_ambient_light && panorama.is_valid()) {
  118. for (int x = 0; x < p_size.width; x++) {
  119. for (int y = 0; y < p_size.height; y++) {
  120. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  121. }
  122. }
  123. }
  124. return panorama;
  125. } else {
  126. const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
  127. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
  128. panorama_color = panorama_color.srgb_to_linear();
  129. panorama_color.r *= bg_energy_multiplier;
  130. panorama_color.g *= bg_energy_multiplier;
  131. panorama_color.b *= bg_energy_multiplier;
  132. if (use_ambient_light) {
  133. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  134. }
  135. Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  136. panorama->fill(panorama_color);
  137. return panorama;
  138. }
  139. }
  140. /* REFLECTION PROBE */
  141. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  142. Vector<RID> fb;
  143. fb.push_back(p_color);
  144. fb.push_back(p_depth);
  145. return RD::get_singleton()->framebuffer_create(fb);
  146. }
  147. /* FOG VOLUME INSTANCE */
  148. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  149. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  150. }
  151. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  152. RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);
  153. }
  154. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  155. RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);
  156. }
  157. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  158. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);
  159. }
  160. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  161. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);
  162. }
  163. /* VOXEL GI */
  164. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  165. return gi.voxel_gi_instance_create(p_base);
  166. }
  167. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  168. if (!is_dynamic_gi_supported()) {
  169. return;
  170. }
  171. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  172. }
  173. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  174. if (!is_dynamic_gi_supported()) {
  175. return false;
  176. }
  177. return gi.voxel_gi_needs_update(p_probe);
  178. }
  179. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
  180. if (!is_dynamic_gi_supported()) {
  181. return;
  182. }
  183. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);
  184. }
  185. void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms) {
  186. ERR_FAIL_COND(p_render_buffers.is_null());
  187. if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  188. return; //nothing to debug
  189. }
  190. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  191. sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms);
  192. }
  193. ////////////////////////////////
  194. Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
  195. Ref<RenderSceneBuffersRD> rb;
  196. rb.instantiate();
  197. rb->set_can_be_storage(_render_buffers_can_be_storage());
  198. rb->set_max_cluster_elements(max_cluster_elements);
  199. rb->set_base_data_format(_render_buffers_get_color_format());
  200. if (vrs) {
  201. rb->set_vrs(vrs);
  202. }
  203. setup_render_buffer_data(rb);
  204. return rb;
  205. }
  206. bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) {
  207. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  208. if (p_render_data->compositor.is_null()) {
  209. return false;
  210. }
  211. if (p_render_data->reflection_probe.is_valid()) {
  212. return false;
  213. }
  214. ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
  215. Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  216. for (RID rid : re_rids) {
  217. if (comp_storage->compositor_effect_get_flag(rid, p_flag)) {
  218. return true;
  219. }
  220. }
  221. return false;
  222. }
  223. bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
  224. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  225. if (p_render_data->compositor.is_null()) {
  226. return false;
  227. }
  228. if (p_render_data->reflection_probe.is_valid()) {
  229. return false;
  230. }
  231. ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
  232. Vector<RID> effects = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  233. return effects.size() > 0;
  234. }
  235. void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
  236. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  237. if (p_render_data->compositor.is_null()) {
  238. return;
  239. }
  240. if (p_render_data->reflection_probe.is_valid()) {
  241. return;
  242. }
  243. ERR_FAIL_COND(!comp_storage->is_compositor(p_render_data->compositor));
  244. Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  245. for (RID rid : re_rids) {
  246. Array arr;
  247. Callable callback = comp_storage->compositor_effect_get_callback(rid);
  248. arr.push_back(p_callback_type);
  249. arr.push_back(p_render_data);
  250. callback.callv(arr);
  251. }
  252. }
  253. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  254. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  255. ERR_FAIL_COND(rb.is_null());
  256. if (!rb->has_internal_texture()) {
  257. // We're likely rendering reflection probes where we can't use our backbuffers.
  258. return;
  259. }
  260. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  261. StringName texture_name;
  262. bool can_use_storage = _render_buffers_can_be_storage();
  263. Size2i size = rb->get_internal_size();
  264. // When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
  265. // dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
  266. Size2i target_size = rb->get_target_size();
  267. bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
  268. bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
  269. if (reuse_blur_texture) {
  270. rb->allocate_blur_textures();
  271. texture_name = RB_TEX_BLUR_0;
  272. } else {
  273. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  274. usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  275. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
  276. texture_name = RB_TEX_BACK_COLOR;
  277. }
  278. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  279. RID texture = rb->get_internal_texture(v);
  280. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);
  281. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);
  282. if (can_use_storage) {
  283. copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
  284. } else {
  285. RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
  286. copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
  287. }
  288. for (int i = 1; i < mipmaps; i++) {
  289. RID source = dest;
  290. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);
  291. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);
  292. if (can_use_storage) {
  293. copy_effects->make_mipmap(source, dest, msize);
  294. } else {
  295. copy_effects->make_mipmap_raster(source, dest, msize);
  296. }
  297. }
  298. }
  299. RD::get_singleton()->draw_command_end_label();
  300. }
  301. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  302. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  303. ERR_FAIL_COND(rb.is_null());
  304. if (!rb->has_depth_texture()) {
  305. // We're likely rendering reflection probes where we can't use our backbuffers.
  306. return;
  307. }
  308. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  309. // note, this only creates our back depth texture if we haven't already created it.
  310. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  311. usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  312. 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
  313. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
  314. bool can_use_storage = _render_buffers_can_be_storage();
  315. Size2i size = rb->get_internal_size();
  316. for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
  317. RID depth_texture = rb->get_depth_texture(v);
  318. RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
  319. if (can_use_storage) {
  320. copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
  321. } else {
  322. RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
  323. copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
  324. }
  325. }
  326. RD::get_singleton()->draw_command_end_label();
  327. }
  328. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  329. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  330. ERR_FAIL_NULL(p_render_data);
  331. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  332. ERR_FAIL_COND(rb.is_null());
  333. ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
  334. // Glow, auto exposure and DoF (if enabled).
  335. Size2i target_size = rb->get_target_size();
  336. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
  337. can_use_effects &= _debug_draw_can_use_effects(debug_draw);
  338. bool can_use_storage = _render_buffers_can_be_storage();
  339. RS::ViewportScaling3DMode scale_mode = rb->get_scaling_3d_mode();
  340. bool use_upscaled_texture = rb->has_upscaled_texture() && (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 || scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL);
  341. SpatialUpscaler *spatial_upscaler = nullptr;
  342. if (can_use_effects) {
  343. if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
  344. spatial_upscaler = fsr;
  345. } else if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {
  346. #if METAL_ENABLED
  347. spatial_upscaler = mfx_spatial;
  348. #endif
  349. }
  350. }
  351. RID render_target = rb->get_render_target();
  352. RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();
  353. Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();
  354. bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;
  355. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
  356. RENDER_TIMESTAMP("Depth of Field");
  357. RD::get_singleton()->draw_command_begin_label("DOF");
  358. rb->allocate_blur_textures();
  359. RendererRD::BokehDOF::BokehBuffers buffers;
  360. // Textures we use
  361. buffers.base_texture_size = color_size;
  362. buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
  363. buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  364. buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
  365. if (can_use_storage) {
  366. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  367. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  368. buffers.depth_texture = rb->get_depth_texture(i);
  369. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  370. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  371. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  372. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  373. };
  374. } else {
  375. // Set framebuffers.
  376. buffers.secondary_fb = rb->weight_buffers[1].fb;
  377. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  378. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  379. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  380. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  381. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  382. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  383. // Set weight buffers.
  384. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  385. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  386. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  387. buffers.depth_texture = rb->get_depth_texture(i);
  388. buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
  389. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  390. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  391. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  392. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  393. }
  394. }
  395. RD::get_singleton()->draw_command_end_label();
  396. }
  397. float auto_exposure_scale = 1.0;
  398. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  399. RENDER_TIMESTAMP("Auto exposure");
  400. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  401. Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
  402. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  403. bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
  404. rb->set_auto_exposure_version(auto_exposure_version);
  405. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  406. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  407. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  408. luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  409. // Swap final reduce with prev luminance.
  410. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  411. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  412. RD::get_singleton()->draw_command_end_label();
  413. }
  414. int max_glow_level = -1;
  415. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  416. RENDER_TIMESTAMP("Glow");
  417. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  418. rb->allocate_blur_textures();
  419. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  420. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  421. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
  422. if (i >= mipmaps) {
  423. max_glow_level = mipmaps - 1;
  424. } else {
  425. max_glow_level = i;
  426. }
  427. }
  428. }
  429. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  430. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  431. for (int i = 0; i < (max_glow_level + 1); i++) {
  432. Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
  433. if (i == 0) {
  434. RID luminance_texture;
  435. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  436. luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
  437. }
  438. RID source = rb->get_internal_texture(l);
  439. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  440. if (can_use_storage) {
  441. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  442. } else {
  443. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  444. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  445. }
  446. } else {
  447. RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
  448. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  449. if (can_use_storage) {
  450. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
  451. } else {
  452. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  453. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
  454. }
  455. }
  456. }
  457. }
  458. RD::get_singleton()->draw_command_end_label();
  459. }
  460. {
  461. RENDER_TIMESTAMP("Tonemap");
  462. RD::get_singleton()->draw_command_begin_label("Tonemap");
  463. RendererRD::ToneMapper::TonemapSettings tonemap;
  464. tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
  465. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
  466. tonemap.use_auto_exposure = true;
  467. tonemap.auto_exposure_scale = auto_exposure_scale;
  468. } else {
  469. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  470. }
  471. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  472. tonemap.use_glow = true;
  473. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  474. tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
  475. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  476. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  477. }
  478. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
  479. tonemap.glow_texture_size.x = msize.width;
  480. tonemap.glow_texture_size.y = msize.height;
  481. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  482. tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
  483. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  484. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  485. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  486. } else {
  487. tonemap.glow_map_strength = 0.0f;
  488. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  489. }
  490. } else {
  491. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  492. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  493. }
  494. if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  495. tonemap.use_fxaa = true;
  496. }
  497. tonemap.use_debanding = rb->get_use_debanding();
  498. tonemap.texture_size = Vector2i(color_size.x, color_size.y);
  499. if (p_render_data->environment.is_valid()) {
  500. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  501. tonemap.white = environment_get_white(p_render_data->environment);
  502. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  503. }
  504. tonemap.use_color_correction = false;
  505. tonemap.use_1d_color_correction = false;
  506. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  507. if (can_use_effects && p_render_data->environment.is_valid()) {
  508. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  509. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  510. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  511. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  512. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  513. tonemap.use_color_correction = true;
  514. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  515. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  516. }
  517. }
  518. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  519. tonemap.view_count = rb->get_view_count();
  520. tonemap.convert_to_srgb = !texture_storage->render_target_is_using_hdr(render_target);
  521. RID dest_fb;
  522. if (spatial_upscaler != nullptr) {
  523. // If we use a spatial upscaler to upscale we need to write our result into an intermediate buffer.
  524. // Note that this is cached so we only create the texture the first time.
  525. RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
  526. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  527. } else {
  528. // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
  529. // Target size in this case is lying as we never get our real target size communicated.
  530. // Bit nasty but...
  531. if (dest_is_msaa_2d) {
  532. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  533. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  534. } else {
  535. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  536. }
  537. }
  538. tone_mapper->tonemapper(color_texture, dest_fb, tonemap);
  539. RD::get_singleton()->draw_command_end_label();
  540. }
  541. if (rb.is_valid() && spatial_upscaler) {
  542. spatial_upscaler->ensure_context(rb);
  543. RD::get_singleton()->draw_command_begin_label(spatial_upscaler->get_label());
  544. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  545. RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  546. RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  547. spatial_upscaler->process(rb, source_texture, dest_texture);
  548. }
  549. if (dest_is_msaa_2d) {
  550. // We can't upscale directly into our MSAA buffer so we need to do a copy
  551. RID source_texture = texture_storage->render_target_get_rd_texture(render_target);
  552. RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  553. copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));
  554. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  555. }
  556. RD::get_singleton()->draw_command_end_label();
  557. }
  558. texture_storage->render_target_disable_clear_request(render_target);
  559. }
  560. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  561. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  562. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  563. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  564. ERR_FAIL_COND(rb.is_null());
  565. // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
  566. // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
  567. Size2i target_size = rb->get_target_size();
  568. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  569. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  570. RendererRD::ToneMapper::TonemapSettings tonemap;
  571. if (p_render_data->environment.is_valid()) {
  572. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  573. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  574. tonemap.white = environment_get_white(p_render_data->environment);
  575. }
  576. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  577. // The problem is that we need to use the result so far and process them before we can
  578. // apply this to our results.
  579. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  580. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  581. }
  582. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  583. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  584. }
  585. tonemap.use_glow = false;
  586. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  587. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  588. tonemap.use_auto_exposure = false;
  589. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  590. tonemap.use_color_correction = false;
  591. tonemap.use_1d_color_correction = false;
  592. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  593. if (can_use_effects && p_render_data->environment.is_valid()) {
  594. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  595. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  596. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  597. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  598. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  599. tonemap.use_color_correction = true;
  600. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  601. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  602. }
  603. }
  604. tonemap.use_debanding = rb->get_use_debanding();
  605. tonemap.texture_size = Vector2i(target_size.x, target_size.y);
  606. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  607. tonemap.view_count = rb->get_view_count();
  608. tonemap.convert_to_srgb = !texture_storage->render_target_is_using_hdr(rb->get_render_target());
  609. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  610. RD::get_singleton()->draw_command_end_label();
  611. }
  612. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  613. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  614. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  615. texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
  616. }
  617. bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {
  618. bool can_use_effects = true;
  619. switch (p_debug_draw) {
  620. // No debug draw, use camera effects
  621. case RS::VIEWPORT_DEBUG_DRAW_DISABLED:
  622. can_use_effects = true;
  623. break;
  624. // Modes that completely override rendering to draw debug information should disable camera effects.
  625. case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:
  626. case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:
  627. case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:
  628. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:
  629. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  630. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  631. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  632. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  633. case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:
  634. can_use_effects = false;
  635. break;
  636. // Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.
  637. case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:
  638. case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:
  639. case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:
  640. case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:
  641. // Modes that draws a buffer over viewport needs camera effects because if the buffer is not available it will be equivalent to normal draw mode.
  642. case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:
  643. case RS::VIEWPORT_DEBUG_DRAW_SSAO:
  644. case RS::VIEWPORT_DEBUG_DRAW_SSIL:
  645. case RS::VIEWPORT_DEBUG_DRAW_SDFGI:
  646. case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:
  647. case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:
  648. can_use_effects = true;
  649. break;
  650. // Other debug draw modes keep camera effects.
  651. case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:
  652. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:
  653. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:
  654. case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:
  655. case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:
  656. case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:
  657. case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:
  658. can_use_effects = true;
  659. break;
  660. default:
  661. break;
  662. }
  663. return can_use_effects;
  664. }
  665. void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
  666. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  667. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  668. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  669. ERR_FAIL_COND(rb.is_null());
  670. RID render_target = rb->get_render_target();
  671. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  672. if (p_render_data->shadow_atlas.is_valid()) {
  673. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
  674. if (shadow_atlas_texture.is_null()) {
  675. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  676. }
  677. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  678. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  679. }
  680. }
  681. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  682. if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
  683. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
  684. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  685. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  686. // Determine our display size, try and keep square by using the smallest edge.
  687. Size2i size = 2 * rtsize / 3;
  688. if (size.x < size.y) {
  689. size.y = size.x;
  690. } else if (size.y < size.x) {
  691. size.x = size.y;
  692. }
  693. copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
  694. // Visualize our view frustum to show coverage.
  695. for (int i = 0; i < p_render_data->render_shadow_count; i++) {
  696. RID light = p_render_data->render_shadows[i].light;
  697. RID base = light_storage->light_instance_get_base_light(light);
  698. if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
  699. debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));
  700. }
  701. }
  702. }
  703. }
  704. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  705. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  706. if (decal_atlas.is_valid()) {
  707. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  708. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  709. }
  710. }
  711. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  712. RID luminance_texture = luminance->get_current_luminance_buffer(rb);
  713. if (luminance_texture.is_valid()) {
  714. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  715. copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
  716. }
  717. }
  718. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {
  719. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  720. copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  721. }
  722. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
  723. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  724. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, false, RID(), false, false, false, true);
  725. }
  726. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  727. if (p_render_data->occluder_debug_tex.is_valid()) {
  728. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  729. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
  730. }
  731. }
  732. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
  733. RID velocity = _render_buffers_get_velocity_texture(rb);
  734. RID depth = rb->get_depth_texture();
  735. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  736. Size2i resolution = rb->get_internal_size();
  737. debug_effects->draw_motion_vectors(velocity, depth, dest_fb, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_projection, p_render_data->scene_data->prev_cam_transform, resolution);
  738. }
  739. }
  740. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  741. return gi.default_voxel_gi_buffer;
  742. }
  743. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  744. return 1.0;
  745. }
  746. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  747. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  748. }
  749. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  750. return true;
  751. }
  752. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  753. gi.half_resolution = p_enable;
  754. }
  755. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  756. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  757. if (shadows_quality != p_quality) {
  758. shadows_quality = p_quality;
  759. switch (shadows_quality) {
  760. case RS::SHADOW_QUALITY_HARD: {
  761. penumbra_shadow_samples = 4;
  762. soft_shadow_samples = 0;
  763. shadows_quality_radius = 1.0;
  764. } break;
  765. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  766. penumbra_shadow_samples = 4;
  767. soft_shadow_samples = 1;
  768. shadows_quality_radius = 1.5;
  769. } break;
  770. case RS::SHADOW_QUALITY_SOFT_LOW: {
  771. penumbra_shadow_samples = 8;
  772. soft_shadow_samples = 4;
  773. shadows_quality_radius = 2.0;
  774. } break;
  775. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  776. penumbra_shadow_samples = 12;
  777. soft_shadow_samples = 8;
  778. shadows_quality_radius = 2.0;
  779. } break;
  780. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  781. penumbra_shadow_samples = 24;
  782. soft_shadow_samples = 16;
  783. shadows_quality_radius = 3.0;
  784. } break;
  785. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  786. penumbra_shadow_samples = 32;
  787. soft_shadow_samples = 32;
  788. shadows_quality_radius = 4.0;
  789. } break;
  790. case RS::SHADOW_QUALITY_MAX:
  791. break;
  792. }
  793. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  794. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  795. }
  796. _update_shader_quality_settings();
  797. }
  798. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  799. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  800. if (directional_shadow_quality != p_quality) {
  801. directional_shadow_quality = p_quality;
  802. switch (directional_shadow_quality) {
  803. case RS::SHADOW_QUALITY_HARD: {
  804. directional_penumbra_shadow_samples = 4;
  805. directional_soft_shadow_samples = 0;
  806. directional_shadow_quality_radius = 1.0;
  807. } break;
  808. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  809. directional_penumbra_shadow_samples = 4;
  810. directional_soft_shadow_samples = 1;
  811. directional_shadow_quality_radius = 1.5;
  812. } break;
  813. case RS::SHADOW_QUALITY_SOFT_LOW: {
  814. directional_penumbra_shadow_samples = 8;
  815. directional_soft_shadow_samples = 4;
  816. directional_shadow_quality_radius = 2.0;
  817. } break;
  818. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  819. directional_penumbra_shadow_samples = 12;
  820. directional_soft_shadow_samples = 8;
  821. directional_shadow_quality_radius = 2.0;
  822. } break;
  823. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  824. directional_penumbra_shadow_samples = 24;
  825. directional_soft_shadow_samples = 16;
  826. directional_shadow_quality_radius = 3.0;
  827. } break;
  828. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  829. directional_penumbra_shadow_samples = 32;
  830. directional_soft_shadow_samples = 32;
  831. directional_shadow_quality_radius = 4.0;
  832. } break;
  833. case RS::SHADOW_QUALITY_MAX:
  834. break;
  835. }
  836. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  837. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  838. }
  839. _update_shader_quality_settings();
  840. }
  841. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  842. if (decals_filter == p_filter) {
  843. return;
  844. }
  845. decals_filter = p_filter;
  846. _update_shader_quality_settings();
  847. }
  848. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  849. if (light_projectors_filter == p_filter) {
  850. return;
  851. }
  852. light_projectors_filter = p_filter;
  853. _update_shader_quality_settings();
  854. }
  855. void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {
  856. if (lightmap_filter_bicubic == p_enable) {
  857. return;
  858. }
  859. lightmap_filter_bicubic = p_enable;
  860. _update_shader_quality_settings();
  861. }
  862. int RendererSceneRenderRD::get_roughness_layers() const {
  863. return sky.roughness_layers;
  864. }
  865. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  866. return sky.sky_use_cubemap_array;
  867. }
  868. void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
  869. if (p_render_buffers.is_null()) {
  870. return;
  871. }
  872. RID render_target = p_render_buffers->get_render_target();
  873. if (render_target.is_null()) {
  874. // must be rendering reflection probes
  875. return;
  876. }
  877. if (vrs) {
  878. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  879. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
  880. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  881. RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
  882. // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
  883. // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
  884. // so it needs to be set as our color attachment
  885. Vector<RID> textures;
  886. textures.push_back(vrs_texture);
  887. Vector<RD::FramebufferPass> passes;
  888. RD::FramebufferPass pass;
  889. pass.color_attachments.push_back(0);
  890. passes.push_back(pass);
  891. RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
  892. vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
  893. }
  894. }
  895. }
  896. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  897. if (p_render_data->render_buffers.is_valid()) {
  898. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  899. return true;
  900. }
  901. }
  902. return false;
  903. }
  904. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  905. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  906. if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  907. return;
  908. }
  909. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  910. sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  911. }
  912. }
  913. void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, 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, RenderingMethod::RenderInfo *r_render_info) {
  914. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  915. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  916. // getting this here now so we can direct call a bunch of things more easily
  917. ERR_FAIL_COND(p_render_buffers.is_null());
  918. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  919. ERR_FAIL_COND(rb.is_null());
  920. // setup scene data
  921. RenderSceneDataRD scene_data;
  922. {
  923. // Our first camera is used by default
  924. scene_data.cam_transform = p_camera_data->main_transform;
  925. scene_data.cam_projection = p_camera_data->main_projection;
  926. scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
  927. scene_data.cam_frustum = p_camera_data->is_frustum;
  928. scene_data.camera_visible_layers = p_camera_data->visible_layers;
  929. scene_data.taa_jitter = p_camera_data->taa_jitter;
  930. scene_data.taa_frame_count = p_camera_data->taa_frame_count;
  931. scene_data.main_cam_transform = p_camera_data->main_transform;
  932. scene_data.flip_y = !p_reflection_probe.is_valid();
  933. scene_data.view_count = p_camera_data->view_count;
  934. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  935. scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  936. scene_data.view_projection[v] = p_camera_data->view_projection[v];
  937. }
  938. scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
  939. scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
  940. scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  941. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  942. scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  943. }
  944. scene_data.z_near = p_camera_data->main_projection.get_z_near();
  945. scene_data.z_far = p_camera_data->main_projection.get_z_far();
  946. // this should be the same for all cameras..
  947. const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  948. // Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
  949. // degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
  950. const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
  951. scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
  952. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  953. scene_data.screen_mesh_lod_threshold = 0.0;
  954. } else {
  955. scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  956. }
  957. if (p_shadow_atlas.is_valid()) {
  958. int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
  959. scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
  960. scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
  961. }
  962. {
  963. int directional_shadow_size = light_storage->directional_shadow_get_size();
  964. scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
  965. scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
  966. }
  967. scene_data.time = time;
  968. scene_data.time_step = time_step;
  969. }
  970. //assign render data
  971. RenderDataRD render_data;
  972. {
  973. render_data.render_buffers = rb;
  974. render_data.scene_data = &scene_data;
  975. render_data.instances = &p_instances;
  976. render_data.lights = &p_lights;
  977. render_data.reflection_probes = &p_reflection_probes;
  978. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  979. render_data.decals = &p_decals;
  980. render_data.lightmaps = &p_lightmaps;
  981. render_data.fog_volumes = &p_fog_volumes;
  982. render_data.environment = p_environment;
  983. render_data.compositor = p_compositor;
  984. render_data.camera_attributes = p_camera_attributes;
  985. render_data.shadow_atlas = p_shadow_atlas;
  986. render_data.occluder_debug_tex = p_occluder_debug_tex;
  987. render_data.reflection_atlas = p_reflection_atlas;
  988. render_data.reflection_probe = p_reflection_probe;
  989. render_data.reflection_probe_pass = p_reflection_probe_pass;
  990. render_data.render_shadows = p_render_shadows;
  991. render_data.render_shadow_count = p_render_shadow_count;
  992. render_data.render_sdfgi_regions = p_render_sdfgi_regions;
  993. render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
  994. render_data.sdfgi_update_data = p_sdfgi_update_data;
  995. render_data.render_info = r_render_info;
  996. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  997. render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());
  998. render_data.render_region = texture_storage->render_target_get_render_region(rb->get_render_target());
  999. }
  1000. }
  1001. PagedArray<RID> empty;
  1002. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1003. render_data.lights = &empty;
  1004. render_data.reflection_probes = &empty;
  1005. render_data.voxel_gi_instances = &empty;
  1006. render_data.lightmaps = &empty;
  1007. }
  1008. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
  1009. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
  1010. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
  1011. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  1012. render_data.decals = &empty;
  1013. }
  1014. Color clear_color;
  1015. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  1016. clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
  1017. } else {
  1018. clear_color = RSG::texture_storage->get_default_clear_color();
  1019. }
  1020. //calls _pre_opaque_render between depth pre-pass and opaque pass
  1021. _render_scene(&render_data, clear_color);
  1022. }
  1023. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  1024. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  1025. }
  1026. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  1027. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  1028. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  1029. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  1030. Projection cm;
  1031. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  1032. Vector3 cam_pos = p_transform.origin;
  1033. cam_pos.y += extents.y;
  1034. Transform3D cam_xform;
  1035. 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());
  1036. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  1037. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  1038. }
  1039. bool RendererSceneRenderRD::free(RID p_rid) {
  1040. if (is_environment(p_rid)) {
  1041. environment_free(p_rid);
  1042. } else if (is_compositor(p_rid)) {
  1043. compositor_free(p_rid);
  1044. } else if (is_compositor_effect(p_rid)) {
  1045. compositor_effect_free(p_rid);
  1046. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  1047. RSG::camera_attributes->camera_attributes_free(p_rid);
  1048. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  1049. gi.voxel_gi_instance_free(p_rid);
  1050. } else if (sky.sky_owner.owns(p_rid)) {
  1051. sky.update_dirty_skys();
  1052. sky.free_sky(p_rid);
  1053. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  1054. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  1055. } else {
  1056. return false;
  1057. }
  1058. return true;
  1059. }
  1060. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  1061. debug_draw = p_debug_draw;
  1062. }
  1063. void RendererSceneRenderRD::update() {
  1064. sky.update_dirty_skys();
  1065. }
  1066. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  1067. time = p_time;
  1068. time_step = p_step;
  1069. }
  1070. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  1071. screen_space_roughness_limiter = p_enable;
  1072. screen_space_roughness_limiter_amount = p_amount;
  1073. screen_space_roughness_limiter_limit = p_limit;
  1074. }
  1075. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  1076. return screen_space_roughness_limiter;
  1077. }
  1078. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  1079. return screen_space_roughness_limiter_amount;
  1080. }
  1081. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  1082. return screen_space_roughness_limiter_limit;
  1083. }
  1084. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  1085. ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
  1086. ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
  1087. RD::TextureFormat tf;
  1088. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1089. tf.width = p_image_size.width; // Always 64x64
  1090. tf.height = p_image_size.height;
  1091. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1092. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1093. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1094. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1095. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1096. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1097. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1098. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1099. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1100. 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;
  1101. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1102. Vector<RID> fb_tex;
  1103. fb_tex.push_back(albedo_alpha_tex);
  1104. fb_tex.push_back(normal_tex);
  1105. fb_tex.push_back(orm_tex);
  1106. fb_tex.push_back(emission_tex);
  1107. fb_tex.push_back(depth_write_tex);
  1108. fb_tex.push_back(depth_tex);
  1109. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1110. //RID sampled_light;
  1111. RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
  1112. ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
  1113. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  1114. Vector<RID> materials;
  1115. materials.resize(sc);
  1116. for (uint32_t i = 0; i < sc; i++) {
  1117. if (i < (uint32_t)p_material_overrides.size()) {
  1118. materials.write[i] = p_material_overrides[i];
  1119. }
  1120. }
  1121. gi_inst->set_surface_materials(materials);
  1122. if (cull_argument.size() == 0) {
  1123. cull_argument.push_back(nullptr);
  1124. }
  1125. cull_argument[0] = gi_inst;
  1126. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  1127. geometry_instance_free(gi_inst);
  1128. TypedArray<Image> ret;
  1129. {
  1130. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  1131. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1132. RD::get_singleton()->free(albedo_alpha_tex);
  1133. ret.push_back(img);
  1134. }
  1135. {
  1136. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  1137. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1138. RD::get_singleton()->free(normal_tex);
  1139. ret.push_back(img);
  1140. }
  1141. {
  1142. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  1143. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1144. RD::get_singleton()->free(orm_tex);
  1145. ret.push_back(img);
  1146. }
  1147. {
  1148. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  1149. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  1150. RD::get_singleton()->free(emission_tex);
  1151. ret.push_back(img);
  1152. }
  1153. RD::get_singleton()->free(depth_write_tex);
  1154. RD::get_singleton()->free(depth_tex);
  1155. return ret;
  1156. }
  1157. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  1158. gi.sdfgi_debug_probe_pos = p_position;
  1159. gi.sdfgi_debug_probe_dir = p_dir;
  1160. }
  1161. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  1162. bool RendererSceneRenderRD::is_vrs_supported() const {
  1163. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  1164. }
  1165. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  1166. // usable by default (unless low end = true)
  1167. return true;
  1168. }
  1169. bool RendererSceneRenderRD::is_volumetric_supported() const {
  1170. // usable by default (unless low end = true)
  1171. return true;
  1172. }
  1173. uint32_t RendererSceneRenderRD::get_max_elements() const {
  1174. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  1175. }
  1176. RendererSceneRenderRD::RendererSceneRenderRD() {
  1177. singleton = this;
  1178. }
  1179. void RendererSceneRenderRD::init() {
  1180. max_cluster_elements = get_max_elements();
  1181. RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
  1182. /* Forward ID */
  1183. forward_id_storage = create_forward_id_storage();
  1184. /* Register the include files we make available by default to our users */
  1185. {
  1186. ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
  1187. ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
  1188. ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
  1189. }
  1190. /* SKY SHADER */
  1191. sky.init();
  1192. /* GI */
  1193. if (is_dynamic_gi_supported()) {
  1194. gi.init(&sky);
  1195. }
  1196. { //decals
  1197. RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
  1198. }
  1199. { //lights
  1200. }
  1201. if (is_volumetric_supported()) {
  1202. RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
  1203. }
  1204. RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  1205. RSG::camera_attributes->camera_attributes_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"));
  1206. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  1207. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  1208. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  1209. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  1210. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  1211. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  1212. directional_soft_shadow_kernel = memnew_arr(float, 128);
  1213. penumbra_shadow_kernel = memnew_arr(float, 128);
  1214. soft_shadow_kernel = memnew_arr(float, 128);
  1215. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  1216. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  1217. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  1218. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  1219. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  1220. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  1221. lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
  1222. cull_argument.set_page_pool(&cull_argument_pool);
  1223. bool can_use_storage = _render_buffers_can_be_storage();
  1224. bool can_use_vrs = is_vrs_supported();
  1225. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  1226. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  1227. debug_effects = memnew(RendererRD::DebugEffects);
  1228. luminance = memnew(RendererRD::Luminance(!can_use_storage));
  1229. tone_mapper = memnew(RendererRD::ToneMapper);
  1230. if (can_use_vrs) {
  1231. vrs = memnew(RendererRD::VRS);
  1232. }
  1233. if (can_use_storage) {
  1234. fsr = memnew(RendererRD::FSR);
  1235. }
  1236. #ifdef METAL_ENABLED
  1237. mfx_spatial = memnew(RendererRD::MFXSpatialEffect);
  1238. #endif
  1239. }
  1240. RendererSceneRenderRD::~RendererSceneRenderRD() {
  1241. if (forward_id_storage) {
  1242. memdelete(forward_id_storage);
  1243. }
  1244. if (bokeh_dof) {
  1245. memdelete(bokeh_dof);
  1246. }
  1247. if (copy_effects) {
  1248. memdelete(copy_effects);
  1249. }
  1250. if (debug_effects) {
  1251. memdelete(debug_effects);
  1252. }
  1253. if (luminance) {
  1254. memdelete(luminance);
  1255. }
  1256. if (tone_mapper) {
  1257. memdelete(tone_mapper);
  1258. }
  1259. if (vrs) {
  1260. memdelete(vrs);
  1261. }
  1262. if (fsr) {
  1263. memdelete(fsr);
  1264. }
  1265. #ifdef METAL_ENABLED
  1266. if (mfx_spatial) {
  1267. memdelete(mfx_spatial);
  1268. }
  1269. #endif
  1270. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  1271. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  1272. }
  1273. if (is_dynamic_gi_supported()) {
  1274. gi.free();
  1275. }
  1276. if (is_volumetric_supported()) {
  1277. RendererRD::Fog::get_singleton()->free_fog_shader();
  1278. }
  1279. memdelete_arr(directional_penumbra_shadow_kernel);
  1280. memdelete_arr(directional_soft_shadow_kernel);
  1281. memdelete_arr(penumbra_shadow_kernel);
  1282. memdelete_arr(soft_shadow_kernel);
  1283. RSG::light_storage->directional_shadow_atlas_set_size(0);
  1284. cull_argument.reset(); //avoid exit error
  1285. }