renderer_scene_render_rd.cpp 230 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. if (rb->vrs_fb.is_valid()) {
  1475. RD::get_singleton()->free(rb->vrs_fb);
  1476. rb->vrs_fb = RID();
  1477. }
  1478. if (rb->vrs_texture.is_valid()) {
  1479. RD::get_singleton()->free(rb->vrs_texture);
  1480. rb->vrs_texture = RID();
  1481. }
  1482. for (int i = 0; i < 2; i++) {
  1483. for (int l = 0; l < rb->blur[i].layers.size(); l++) {
  1484. for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) {
  1485. // do we free the texture slice here? or is it enough to free the main texture?
  1486. // do free the mobile extra stuff
  1487. if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) {
  1488. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb);
  1489. }
  1490. // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
  1491. if (i == 0) {
  1492. if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) {
  1493. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb);
  1494. }
  1495. if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) {
  1496. RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture);
  1497. }
  1498. }
  1499. }
  1500. }
  1501. rb->blur[i].layers.clear();
  1502. if (rb->blur[i].texture.is_valid()) {
  1503. RD::get_singleton()->free(rb->blur[i].texture);
  1504. rb->blur[i].texture = RID();
  1505. }
  1506. }
  1507. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1508. RD::get_singleton()->free(rb->luminance.fb[i]);
  1509. }
  1510. rb->luminance.fb.clear();
  1511. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1512. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1513. }
  1514. rb->luminance.reduce.clear();
  1515. if (rb->luminance.current_fb.is_valid()) {
  1516. RD::get_singleton()->free(rb->luminance.current_fb);
  1517. rb->luminance.current_fb = RID();
  1518. }
  1519. if (rb->luminance.current.is_valid()) {
  1520. RD::get_singleton()->free(rb->luminance.current);
  1521. rb->luminance.current = RID();
  1522. }
  1523. if (rb->ss_effects.linear_depth.is_valid()) {
  1524. RD::get_singleton()->free(rb->ss_effects.linear_depth);
  1525. rb->ss_effects.linear_depth = RID();
  1526. rb->ss_effects.linear_depth_slices.clear();
  1527. }
  1528. ss_effects->ssao_free(rb->ss_effects.ssao);
  1529. ss_effects->ssil_free(rb->ss_effects.ssil);
  1530. ss_effects->ssr_free(rb->ssr);
  1531. if (rb->taa.history.is_valid()) {
  1532. RD::get_singleton()->free(rb->taa.history);
  1533. rb->taa.history = RID();
  1534. }
  1535. if (rb->taa.temp.is_valid()) {
  1536. RD::get_singleton()->free(rb->taa.temp);
  1537. rb->taa.temp = RID();
  1538. }
  1539. if (rb->taa.prev_velocity.is_valid()) {
  1540. RD::get_singleton()->free(rb->taa.prev_velocity);
  1541. rb->taa.prev_velocity = RID();
  1542. }
  1543. rb->rbgi.free();
  1544. }
  1545. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1546. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1547. ERR_FAIL_COND(!rb);
  1548. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1549. if (!can_use_effects) {
  1550. //just copy
  1551. return;
  1552. }
  1553. if (rb->blur[0].texture.is_null()) {
  1554. _allocate_blur_textures(rb);
  1555. }
  1556. 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);
  1557. }
  1558. void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
  1559. ERR_FAIL_NULL(ss_effects);
  1560. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1561. ERR_FAIL_COND(!rb);
  1562. bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8;
  1563. if (!can_use_effects) {
  1564. //just copy
  1565. copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count);
  1566. return;
  1567. }
  1568. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1569. ERR_FAIL_COND(!env);
  1570. ERR_FAIL_COND(!env->ssr_enabled);
  1571. Size2i half_size = Size2i(rb->internal_width / 2, rb->internal_height / 2);
  1572. if (rb->ssr.output.is_null()) {
  1573. ss_effects->ssr_allocate_buffers(rb->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, rb->view_count);
  1574. }
  1575. RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS];
  1576. RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS];
  1577. for (uint32_t v = 0; v < rb->view_count; v++) {
  1578. texture_slices[v] = rb->views[v].view_texture;
  1579. depth_slices[v] = rb->views[v].view_depth;
  1580. }
  1581. ss_effects->screen_space_reflection(rb->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, rb->view_count, p_projections, p_eye_offsets);
  1582. copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count);
  1583. }
  1584. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1585. ERR_FAIL_NULL(ss_effects);
  1586. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1587. ERR_FAIL_COND(!rb);
  1588. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1589. ERR_FAIL_COND(!env);
  1590. RENDER_TIMESTAMP("Process SSAO");
  1591. RendererRD::SSEffects::SSAOSettings settings;
  1592. settings.radius = env->ssao_radius;
  1593. settings.intensity = env->ssao_intensity;
  1594. settings.power = env->ssao_power;
  1595. settings.detail = env->ssao_detail;
  1596. settings.horizon = env->ssao_horizon;
  1597. settings.sharpness = env->ssao_sharpness;
  1598. settings.quality = ssao_quality;
  1599. settings.half_size = ssao_half_size;
  1600. settings.adaptive_target = ssao_adaptive_target;
  1601. settings.blur_passes = ssao_blur_passes;
  1602. settings.fadeout_from = ssao_fadeout_from;
  1603. settings.fadeout_to = ssao_fadeout_to;
  1604. settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height);
  1605. ss_effects->ssao_allocate_buffers(rb->ss_effects.ssao, settings, rb->ss_effects.linear_depth);
  1606. ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings);
  1607. }
  1608. void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
  1609. ERR_FAIL_NULL(ss_effects);
  1610. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1611. ERR_FAIL_COND(!rb);
  1612. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1613. ERR_FAIL_COND(!env);
  1614. RENDER_TIMESTAMP("Process SSIL");
  1615. RendererRD::SSEffects::SSILSettings settings;
  1616. settings.radius = env->ssil_radius;
  1617. settings.intensity = env->ssil_intensity;
  1618. settings.sharpness = env->ssil_sharpness;
  1619. settings.normal_rejection = env->ssil_normal_rejection;
  1620. settings.quality = ssil_quality;
  1621. settings.half_size = ssil_half_size;
  1622. settings.adaptive_target = ssil_adaptive_target;
  1623. settings.blur_passes = ssil_blur_passes;
  1624. settings.fadeout_from = ssil_fadeout_from;
  1625. settings.fadeout_to = ssil_fadeout_to;
  1626. settings.full_screen_size = Size2i(rb->width, rb->height);
  1627. CameraMatrix correction;
  1628. correction.set_depth_correction(true);
  1629. CameraMatrix projection = correction * p_projection;
  1630. Transform3D transform = p_transform;
  1631. transform.set_origin(Vector3(0.0, 0.0, 0.0));
  1632. CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
  1633. ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth);
  1634. ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
  1635. rb->ss_effects.last_frame_projection = projection;
  1636. rb->ss_effects.last_frame_transform = transform;
  1637. }
  1638. void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
  1639. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1640. ERR_FAIL_COND(!rb);
  1641. if (rb->ss_effects.ssil.last_frame.is_valid()) {
  1642. copy_effects->copy_to_rect(rb->texture, rb->ss_effects.ssil.last_frame, Rect2i(0, 0, rb->width, rb->height));
  1643. int width = rb->width;
  1644. int height = rb->height;
  1645. for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) {
  1646. width = MAX(1, width >> 1);
  1647. height = MAX(1, height >> 1);
  1648. copy_effects->make_mipmap(rb->ss_effects.ssil.last_frame_slices[i], rb->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height));
  1649. }
  1650. }
  1651. }
  1652. void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) {
  1653. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1654. ERR_FAIL_COND(!rb);
  1655. bool just_allocated = false;
  1656. if (rb->taa.history.is_null()) {
  1657. RD::TextureFormat tf;
  1658. if (rb->view_count > 1) {
  1659. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1660. }
  1661. tf.format = _render_buffers_get_color_format();
  1662. tf.width = rb->internal_width;
  1663. tf.height = rb->internal_height;
  1664. tf.array_layers = rb->view_count; // create a layer for every view
  1665. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  1666. rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1667. rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1668. tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
  1669. rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1670. just_allocated = true;
  1671. }
  1672. RD::get_singleton()->draw_command_begin_label("TAA");
  1673. if (!just_allocated) {
  1674. 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);
  1675. copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1676. }
  1677. copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height));
  1678. copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height));
  1679. RD::get_singleton()->draw_command_end_label();
  1680. }
  1681. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1682. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1683. ERR_FAIL_COND(!rb);
  1684. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1685. if (rb->blur[0].texture.is_null()) {
  1686. _allocate_blur_textures(rb);
  1687. }
  1688. bool can_use_storage = _render_buffers_can_be_storage();
  1689. for (uint32_t v = 0; v < rb->view_count; v++) {
  1690. if (can_use_storage) {
  1691. 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));
  1692. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1693. 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));
  1694. }
  1695. } else {
  1696. 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));
  1697. for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) {
  1698. 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));
  1699. }
  1700. }
  1701. }
  1702. RD::get_singleton()->draw_command_end_label();
  1703. }
  1704. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1705. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1706. ERR_FAIL_COND(!rb);
  1707. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1708. if (rb->depth_back_texture.is_null()) {
  1709. _allocate_depth_backbuffer_textures(rb);
  1710. }
  1711. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1712. bool can_use_storage = _render_buffers_can_be_storage();
  1713. if (can_use_storage) {
  1714. copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1715. } else {
  1716. copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1717. }
  1718. RD::get_singleton()->draw_command_end_label();
  1719. }
  1720. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1721. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1722. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1723. ERR_FAIL_COND(!rb);
  1724. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1725. // Glow and override exposure (if enabled).
  1726. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1727. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1728. bool can_use_storage = _render_buffers_can_be_storage();
  1729. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1730. RENDER_TIMESTAMP("Depth of Field");
  1731. RD::get_singleton()->draw_command_begin_label("DOF");
  1732. if (rb->blur[0].texture.is_null()) {
  1733. _allocate_blur_textures(rb);
  1734. }
  1735. RendererRD::BokehDOF::BokehBuffers buffers;
  1736. // Textures we use
  1737. buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height);
  1738. buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture;
  1739. buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
  1740. buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
  1741. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1742. if (can_use_storage) {
  1743. for (uint32_t i = 0; i < rb->view_count; i++) {
  1744. buffers.base_texture = rb->views[i].view_texture;
  1745. buffers.depth_texture = rb->views[i].view_depth;
  1746. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1747. float z_near = p_render_data->view_projection[i].get_z_near();
  1748. float z_far = p_render_data->view_projection[i].get_z_far();
  1749. 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);
  1750. };
  1751. } else {
  1752. // Set framebuffers.
  1753. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1754. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1755. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1756. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1757. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1758. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1759. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1760. // Set weight buffers.
  1761. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  1762. for (uint32_t i = 0; i < rb->view_count; i++) {
  1763. buffers.base_texture = rb->views[i].view_texture;
  1764. buffers.depth_texture = rb->views[i].view_depth;
  1765. buffers.base_fb = rb->views[i].view_fb;
  1766. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  1767. float z_near = p_render_data->view_projection[i].get_z_near();
  1768. float z_far = p_render_data->view_projection[i].get_z_far();
  1769. 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);
  1770. }
  1771. }
  1772. RD::get_singleton()->draw_command_end_label();
  1773. }
  1774. if (can_use_effects && env && env->auto_exposure) {
  1775. RENDER_TIMESTAMP("Auto exposure");
  1776. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1777. if (rb->luminance.current.is_null()) {
  1778. _allocate_luminance_textures(rb);
  1779. }
  1780. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1781. rb->auto_exposure_version = env->auto_exposure_version;
  1782. double step = env->auto_exp_speed * time_step;
  1783. if (can_use_storage) {
  1784. 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);
  1785. } else {
  1786. 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);
  1787. }
  1788. // Swap final reduce with prev luminance.
  1789. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1790. if (!can_use_storage) {
  1791. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1792. }
  1793. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  1794. RD::get_singleton()->draw_command_end_label();
  1795. }
  1796. int max_glow_level = -1;
  1797. if (can_use_effects && env && env->glow_enabled) {
  1798. RENDER_TIMESTAMP("Glow");
  1799. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1800. /* see that blur textures are allocated */
  1801. if (rb->blur[1].texture.is_null()) {
  1802. _allocate_blur_textures(rb);
  1803. }
  1804. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1805. if (env->glow_levels[i] > 0.0) {
  1806. if (i >= rb->blur[1].layers[0].mipmaps.size()) {
  1807. max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1;
  1808. } else {
  1809. max_glow_level = i;
  1810. }
  1811. }
  1812. }
  1813. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1814. for (uint32_t l = 0; l < rb->view_count; l++) {
  1815. for (int i = 0; i < (max_glow_level + 1); i++) {
  1816. int vp_w = rb->blur[1].layers[l].mipmaps[i].width;
  1817. int vp_h = rb->blur[1].layers[l].mipmaps[i].height;
  1818. if (i == 0) {
  1819. RID luminance_texture;
  1820. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  1821. luminance_texture = rb->luminance.current;
  1822. }
  1823. if (can_use_storage) {
  1824. 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);
  1825. } else {
  1826. 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);
  1827. }
  1828. } else {
  1829. if (can_use_storage) {
  1830. 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);
  1831. } else {
  1832. 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);
  1833. }
  1834. }
  1835. }
  1836. }
  1837. RD::get_singleton()->draw_command_end_label();
  1838. }
  1839. {
  1840. RENDER_TIMESTAMP("Tonemap");
  1841. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1842. RendererRD::ToneMapper::TonemapSettings tonemap;
  1843. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  1844. tonemap.use_auto_exposure = true;
  1845. tonemap.exposure_texture = rb->luminance.current;
  1846. tonemap.auto_exposure_grey = env->auto_exp_scale;
  1847. } else {
  1848. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1849. }
  1850. if (can_use_effects && env && env->glow_enabled) {
  1851. tonemap.use_glow = true;
  1852. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(env->glow_blend_mode);
  1853. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  1854. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1855. tonemap.glow_levels[i] = env->glow_levels[i];
  1856. }
  1857. tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width;
  1858. tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height;
  1859. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1860. tonemap.glow_texture = rb->blur[1].texture;
  1861. if (env->glow_map.is_valid()) {
  1862. tonemap.glow_map_strength = env->glow_map_strength;
  1863. tonemap.glow_map = texture_storage->texture_get_rd_texture(env->glow_map);
  1864. } else {
  1865. tonemap.glow_map_strength = 0.0f;
  1866. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1867. }
  1868. } else {
  1869. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  1870. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1871. }
  1872. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1873. tonemap.use_fxaa = true;
  1874. }
  1875. tonemap.use_debanding = rb->use_debanding;
  1876. tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height);
  1877. if (env) {
  1878. tonemap.tonemap_mode = env->tone_mapper;
  1879. tonemap.white = env->white;
  1880. tonemap.exposure = env->exposure;
  1881. }
  1882. if (camfx && camfx->override_exposure_enabled) {
  1883. tonemap.exposure = camfx->override_exposure;
  1884. }
  1885. tonemap.use_color_correction = false;
  1886. tonemap.use_1d_color_correction = false;
  1887. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1888. if (can_use_effects && env) {
  1889. tonemap.use_bcs = env->adjustments_enabled;
  1890. tonemap.brightness = env->adjustments_brightness;
  1891. tonemap.contrast = env->adjustments_contrast;
  1892. tonemap.saturation = env->adjustments_saturation;
  1893. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1894. tonemap.use_color_correction = true;
  1895. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1896. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
  1897. }
  1898. }
  1899. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1900. tonemap.view_count = p_render_data->view_count;
  1901. tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  1902. RD::get_singleton()->draw_command_end_label();
  1903. }
  1904. if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) {
  1905. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  1906. 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);
  1907. RD::get_singleton()->draw_command_end_label();
  1908. }
  1909. texture_storage->render_target_disable_clear_request(rb->render_target);
  1910. }
  1911. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  1912. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1913. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  1914. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1915. ERR_FAIL_COND(!rb);
  1916. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1917. // Override exposure (if enabled).
  1918. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1919. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1920. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  1921. RendererRD::ToneMapper::TonemapSettings tonemap;
  1922. if (env) {
  1923. tonemap.tonemap_mode = env->tone_mapper;
  1924. tonemap.exposure = env->exposure;
  1925. tonemap.white = env->white;
  1926. }
  1927. if (camfx && camfx->override_exposure_enabled) {
  1928. tonemap.exposure = camfx->override_exposure;
  1929. }
  1930. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  1931. // The problem is that we need to use the result so far and process them before we can
  1932. // apply this to our results.
  1933. if (can_use_effects && env && env->glow_enabled) {
  1934. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1935. }
  1936. if (can_use_effects && env && env->auto_exposure) {
  1937. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  1938. }
  1939. tonemap.use_glow = false;
  1940. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  1941. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1942. tonemap.use_auto_exposure = false;
  1943. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  1944. tonemap.use_color_correction = false;
  1945. tonemap.use_1d_color_correction = false;
  1946. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1947. if (can_use_effects && env) {
  1948. tonemap.use_bcs = env->adjustments_enabled;
  1949. tonemap.brightness = env->adjustments_brightness;
  1950. tonemap.contrast = env->adjustments_contrast;
  1951. tonemap.saturation = env->adjustments_saturation;
  1952. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  1953. tonemap.use_color_correction = true;
  1954. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  1955. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(env->color_correction);
  1956. }
  1957. }
  1958. tonemap.use_debanding = rb->use_debanding;
  1959. tonemap.texture_size = Vector2i(rb->width, rb->height);
  1960. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  1961. tonemap.view_count = p_render_data->view_count;
  1962. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  1963. RD::get_singleton()->draw_command_end_label();
  1964. }
  1965. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  1966. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1967. ERR_FAIL_COND(!rb);
  1968. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1969. texture_storage->render_target_disable_clear_request(rb->render_target);
  1970. }
  1971. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  1972. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1973. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1974. ERR_FAIL_COND(!rb);
  1975. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  1976. if (p_shadow_atlas.is_valid()) {
  1977. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1978. if (shadow_atlas_texture.is_null()) {
  1979. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
  1980. }
  1981. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1982. 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);
  1983. }
  1984. }
  1985. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  1986. if (directional_shadow_get_texture().is_valid()) {
  1987. RID shadow_atlas_texture = directional_shadow_get_texture();
  1988. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1989. 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);
  1990. }
  1991. }
  1992. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  1993. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  1994. if (decal_atlas.is_valid()) {
  1995. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  1996. 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);
  1997. }
  1998. }
  1999. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  2000. if (rb->luminance.current.is_valid()) {
  2001. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2002. 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);
  2003. }
  2004. }
  2005. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
  2006. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2007. 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);
  2008. }
  2009. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
  2010. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2011. 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);
  2012. }
  2013. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  2014. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2015. 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);
  2016. }
  2017. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) {
  2018. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2019. RID ambient_texture = rb->rbgi.ambient_buffer;
  2020. RID reflection_texture = rb->rbgi.reflection_buffer;
  2021. 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);
  2022. }
  2023. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  2024. if (p_occlusion_buffer.is_valid()) {
  2025. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2026. 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);
  2027. }
  2028. }
  2029. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
  2030. Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
  2031. 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);
  2032. }
  2033. }
  2034. 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) {
  2035. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  2036. ERR_FAIL_COND(!env);
  2037. env->adjustments_enabled = p_enable;
  2038. env->adjustments_brightness = p_brightness;
  2039. env->adjustments_contrast = p_contrast;
  2040. env->adjustments_saturation = p_saturation;
  2041. env->use_1d_color_correction = p_use_1d_color_correction;
  2042. env->color_correction = p_color_correction;
  2043. }
  2044. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  2045. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2046. ERR_FAIL_COND_V(!rb, RID());
  2047. if (!rb->blur[0].texture.is_valid()) {
  2048. return RID(); //not valid at the moment
  2049. }
  2050. return rb->blur[0].texture;
  2051. }
  2052. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  2053. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2054. ERR_FAIL_COND_V(!rb, RID());
  2055. if (!rb->depth_back_texture.is_valid()) {
  2056. return RID(); //not valid at the moment
  2057. }
  2058. return rb->depth_back_texture;
  2059. }
  2060. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  2061. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2062. ERR_FAIL_COND_V(!rb, RID());
  2063. return rb->depth_texture;
  2064. }
  2065. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  2066. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2067. ERR_FAIL_COND_V(!rb, RID());
  2068. return rb->ss_effects.ssao.ao_final;
  2069. }
  2070. RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
  2071. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2072. ERR_FAIL_COND_V(!rb, RID());
  2073. return rb->ss_effects.ssil.ssil_final;
  2074. }
  2075. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  2076. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2077. ERR_FAIL_COND_V(!rb, RID());
  2078. if (rb->rbgi.voxel_gi_buffer.is_null()) {
  2079. rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES);
  2080. }
  2081. return rb->rbgi.voxel_gi_buffer;
  2082. }
  2083. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  2084. return gi.default_voxel_gi_buffer;
  2085. }
  2086. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  2087. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2088. ERR_FAIL_COND_V(!rb, RID());
  2089. return rb->rbgi.ambient_buffer;
  2090. }
  2091. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  2092. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2093. ERR_FAIL_COND_V(!rb, RID());
  2094. return rb->rbgi.reflection_buffer;
  2095. }
  2096. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  2097. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2098. ERR_FAIL_COND_V(!rb, 0);
  2099. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2100. return rb->sdfgi->cascades.size();
  2101. }
  2102. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  2103. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2104. ERR_FAIL_COND_V(!rb, false);
  2105. return rb->sdfgi != nullptr;
  2106. }
  2107. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  2108. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2109. ERR_FAIL_COND_V(!rb, RID());
  2110. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2111. return rb->sdfgi->lightprobe_texture;
  2112. }
  2113. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2114. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2115. ERR_FAIL_COND_V(!rb, Vector3());
  2116. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  2117. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  2118. 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;
  2119. }
  2120. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2121. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2122. ERR_FAIL_COND_V(!rb, Vector3i());
  2123. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  2124. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  2125. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR;
  2126. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  2127. }
  2128. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  2129. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2130. ERR_FAIL_COND_V(!rb, 0);
  2131. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2132. return rb->sdfgi->normal_bias;
  2133. }
  2134. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  2135. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2136. ERR_FAIL_COND_V(!rb, 0);
  2137. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2138. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  2139. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  2140. }
  2141. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  2142. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2143. ERR_FAIL_COND_V(!rb, 0);
  2144. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2145. return rb->sdfgi->probe_axis_count;
  2146. }
  2147. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  2148. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2149. ERR_FAIL_COND_V(!rb, 0);
  2150. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2151. return rb->sdfgi->cascade_size;
  2152. }
  2153. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  2154. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2155. ERR_FAIL_COND_V(!rb, false);
  2156. ERR_FAIL_COND_V(!rb->sdfgi, false);
  2157. return rb->sdfgi->uses_occlusion;
  2158. }
  2159. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  2160. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2161. ERR_FAIL_COND_V(!rb, 0.0);
  2162. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  2163. return rb->sdfgi->energy;
  2164. }
  2165. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  2166. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2167. ERR_FAIL_COND_V(!rb, RID());
  2168. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2169. return rb->sdfgi->occlusion_texture;
  2170. }
  2171. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  2172. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2173. ERR_FAIL_COND_V(!rb, false);
  2174. return rb->volumetric_fog != nullptr;
  2175. }
  2176. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  2177. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2178. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  2179. return rb->volumetric_fog->fog_map;
  2180. }
  2181. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  2182. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2183. ERR_FAIL_COND_V(!rb, RID());
  2184. if (!rb->volumetric_fog) {
  2185. return RID();
  2186. }
  2187. return rb->volumetric_fog->sky_uniform_set;
  2188. }
  2189. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2190. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2191. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2192. return rb->volumetric_fog->length;
  2193. }
  2194. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2195. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2196. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2197. return rb->volumetric_fog->spread;
  2198. }
  2199. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  2200. return 1.0;
  2201. }
  2202. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2203. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2204. }
  2205. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2206. return true;
  2207. }
  2208. 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) {
  2209. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2210. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2211. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2212. if (!_render_buffers_can_be_storage()) {
  2213. p_internal_height = p_height;
  2214. p_internal_width = p_width;
  2215. }
  2216. if (p_width != p_internal_width) {
  2217. float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias;
  2218. material_storage->sampler_rd_configure_custom(fsr_mipmap_bias);
  2219. update_uniform_sets();
  2220. }
  2221. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2222. // Should we add an overrule per viewport?
  2223. rb->internal_width = p_internal_width;
  2224. rb->internal_height = p_internal_height;
  2225. rb->width = p_width;
  2226. rb->height = p_height;
  2227. rb->fsr_sharpness = p_fsr_sharpness;
  2228. rb->render_target = p_render_target;
  2229. rb->msaa = p_msaa;
  2230. rb->screen_space_aa = p_screen_space_aa;
  2231. rb->use_taa = p_use_taa;
  2232. rb->use_debanding = p_use_debanding;
  2233. rb->view_count = p_view_count;
  2234. if (is_clustered_enabled()) {
  2235. if (rb->cluster_builder == nullptr) {
  2236. rb->cluster_builder = memnew(ClusterBuilderRD);
  2237. }
  2238. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2239. }
  2240. _free_render_buffer_data(rb);
  2241. {
  2242. RD::TextureFormat tf;
  2243. if (rb->view_count > 1) {
  2244. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2245. }
  2246. tf.format = _render_buffers_get_color_format();
  2247. tf.width = rb->internal_width; // If set to rb->width, msaa won't crash
  2248. tf.height = rb->internal_height; // If set to rb->width, msaa won't crash
  2249. tf.array_layers = rb->view_count; // create a layer for every view
  2250. 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;
  2251. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2252. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2253. }
  2254. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2255. rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2256. if ((p_internal_width != p_width || p_internal_height != p_height)) {
  2257. tf.width = rb->width;
  2258. tf.height = rb->height;
  2259. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2260. rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2261. } else {
  2262. rb->texture = rb->internal_texture;
  2263. rb->upscale_texture = rb->internal_texture;
  2264. }
  2265. }
  2266. {
  2267. RD::TextureFormat tf;
  2268. if (rb->view_count > 1) {
  2269. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2270. }
  2271. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2272. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
  2273. } else {
  2274. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2275. }
  2276. tf.width = rb->internal_width;
  2277. tf.height = rb->internal_height;
  2278. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2279. tf.array_layers = rb->view_count; // create a layer for every view
  2280. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2281. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2282. } else {
  2283. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2284. }
  2285. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2286. }
  2287. {
  2288. if (!_render_buffers_can_be_storage()) {
  2289. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2290. Vector<RID> fb;
  2291. fb.push_back(rb->internal_texture);
  2292. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2293. }
  2294. rb->views.clear(); // JIC
  2295. if (rb->view_count == 1) {
  2296. // copy as a convenience
  2297. RenderBuffers::View view;
  2298. view.view_texture = rb->texture;
  2299. view.view_depth = rb->depth_texture;
  2300. view.view_fb = rb->texture_fb;
  2301. rb->views.push_back(view);
  2302. } else {
  2303. for (uint32_t i = 0; i < rb->view_count; i++) {
  2304. RenderBuffers::View view;
  2305. view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->texture, i, 0);
  2306. view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0);
  2307. if (!_render_buffers_can_be_storage()) {
  2308. Vector<RID> fb;
  2309. fb.push_back(view.view_texture);
  2310. view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1);
  2311. }
  2312. rb->views.push_back(view);
  2313. }
  2314. }
  2315. }
  2316. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target);
  2317. if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  2318. vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb);
  2319. }
  2320. RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
  2321. rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count, rb->vrs_texture);
  2322. if (is_clustered_enabled()) {
  2323. 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);
  2324. }
  2325. }
  2326. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2327. gi.half_resolution = p_enable;
  2328. }
  2329. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2330. sss_quality = p_quality;
  2331. }
  2332. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2333. return sss_quality;
  2334. }
  2335. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2336. sss_scale = p_scale;
  2337. sss_depth_scale = p_depth_scale;
  2338. }
  2339. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  2340. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2341. if (shadows_quality != p_quality) {
  2342. shadows_quality = p_quality;
  2343. switch (shadows_quality) {
  2344. case RS::SHADOW_QUALITY_HARD: {
  2345. penumbra_shadow_samples = 4;
  2346. soft_shadow_samples = 0;
  2347. shadows_quality_radius = 1.0;
  2348. } break;
  2349. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2350. penumbra_shadow_samples = 4;
  2351. soft_shadow_samples = 1;
  2352. shadows_quality_radius = 1.5;
  2353. } break;
  2354. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2355. penumbra_shadow_samples = 8;
  2356. soft_shadow_samples = 4;
  2357. shadows_quality_radius = 2.0;
  2358. } break;
  2359. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2360. penumbra_shadow_samples = 12;
  2361. soft_shadow_samples = 8;
  2362. shadows_quality_radius = 2.0;
  2363. } break;
  2364. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2365. penumbra_shadow_samples = 24;
  2366. soft_shadow_samples = 16;
  2367. shadows_quality_radius = 3.0;
  2368. } break;
  2369. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2370. penumbra_shadow_samples = 32;
  2371. soft_shadow_samples = 32;
  2372. shadows_quality_radius = 4.0;
  2373. } break;
  2374. case RS::SHADOW_QUALITY_MAX:
  2375. break;
  2376. }
  2377. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2378. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2379. }
  2380. _update_shader_quality_settings();
  2381. }
  2382. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  2383. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2384. if (directional_shadow_quality != p_quality) {
  2385. directional_shadow_quality = p_quality;
  2386. switch (directional_shadow_quality) {
  2387. case RS::SHADOW_QUALITY_HARD: {
  2388. directional_penumbra_shadow_samples = 4;
  2389. directional_soft_shadow_samples = 0;
  2390. directional_shadow_quality_radius = 1.0;
  2391. } break;
  2392. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2393. directional_penumbra_shadow_samples = 4;
  2394. directional_soft_shadow_samples = 1;
  2395. directional_shadow_quality_radius = 1.5;
  2396. } break;
  2397. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2398. directional_penumbra_shadow_samples = 8;
  2399. directional_soft_shadow_samples = 4;
  2400. directional_shadow_quality_radius = 2.0;
  2401. } break;
  2402. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2403. directional_penumbra_shadow_samples = 12;
  2404. directional_soft_shadow_samples = 8;
  2405. directional_shadow_quality_radius = 2.0;
  2406. } break;
  2407. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2408. directional_penumbra_shadow_samples = 24;
  2409. directional_soft_shadow_samples = 16;
  2410. directional_shadow_quality_radius = 3.0;
  2411. } break;
  2412. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2413. directional_penumbra_shadow_samples = 32;
  2414. directional_soft_shadow_samples = 32;
  2415. directional_shadow_quality_radius = 4.0;
  2416. } break;
  2417. case RS::SHADOW_QUALITY_MAX:
  2418. break;
  2419. }
  2420. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2421. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2422. }
  2423. _update_shader_quality_settings();
  2424. }
  2425. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2426. if (decals_filter == p_filter) {
  2427. return;
  2428. }
  2429. decals_filter = p_filter;
  2430. _update_shader_quality_settings();
  2431. }
  2432. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2433. if (light_projectors_filter == p_filter) {
  2434. return;
  2435. }
  2436. light_projectors_filter = p_filter;
  2437. _update_shader_quality_settings();
  2438. }
  2439. int RendererSceneRenderRD::get_roughness_layers() const {
  2440. return sky.roughness_layers;
  2441. }
  2442. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2443. return sky.sky_use_cubemap_array;
  2444. }
  2445. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2446. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2447. ERR_FAIL_COND_V(!rb, nullptr);
  2448. return rb->data;
  2449. }
  2450. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2451. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2452. cluster.reflection_count = 0;
  2453. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2454. if (cluster.reflection_count == cluster.max_reflections) {
  2455. break;
  2456. }
  2457. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2458. if (!rpi) {
  2459. continue;
  2460. }
  2461. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2462. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2463. cluster.reflection_count++;
  2464. }
  2465. if (cluster.reflection_count > 0) {
  2466. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2467. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2468. }
  2469. bool using_forward_ids = _uses_forward_ids();
  2470. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2471. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2472. if (using_forward_ids) {
  2473. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2474. }
  2475. RID base_probe = rpi->probe;
  2476. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2477. Vector3 extents = light_storage->reflection_probe_get_extents(base_probe);
  2478. rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2479. reflection_ubo.box_extents[0] = extents.x;
  2480. reflection_ubo.box_extents[1] = extents.y;
  2481. reflection_ubo.box_extents[2] = extents.z;
  2482. reflection_ubo.index = rpi->atlas_index;
  2483. Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe);
  2484. reflection_ubo.box_offset[0] = origin_offset.x;
  2485. reflection_ubo.box_offset[1] = origin_offset.y;
  2486. reflection_ubo.box_offset[2] = origin_offset.z;
  2487. reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe);
  2488. reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe);
  2489. reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe);
  2490. reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
  2491. reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
  2492. Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
  2493. float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
  2494. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2495. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2496. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2497. Transform3D transform = rpi->transform;
  2498. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2499. RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix);
  2500. if (current_cluster_builder != nullptr) {
  2501. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2502. }
  2503. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2504. }
  2505. if (cluster.reflection_count) {
  2506. 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);
  2507. }
  2508. }
  2509. 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) {
  2510. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2511. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  2512. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2513. r_directional_light_count = 0;
  2514. r_positional_light_count = 0;
  2515. Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2516. cluster.omni_light_count = 0;
  2517. cluster.spot_light_count = 0;
  2518. r_directional_light_soft_shadows = false;
  2519. for (int i = 0; i < (int)p_lights.size(); i++) {
  2520. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2521. if (!li) {
  2522. continue;
  2523. }
  2524. RID base = li->light;
  2525. ERR_CONTINUE(base.is_null());
  2526. RS::LightType type = light_storage->light_get_type(base);
  2527. switch (type) {
  2528. case RS::LIGHT_DIRECTIONAL: {
  2529. if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
  2530. continue;
  2531. }
  2532. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2533. Transform3D light_transform = li->transform;
  2534. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2535. light_data.direction[0] = direction.x;
  2536. light_data.direction[1] = direction.y;
  2537. light_data.direction[2] = direction.z;
  2538. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2539. light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2540. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2541. light_data.color[0] = linear_col.r;
  2542. light_data.color[1] = linear_col.g;
  2543. light_data.color[2] = linear_col.b;
  2544. light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2545. light_data.mask = light_storage->light_get_cull_mask(base);
  2546. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2547. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2548. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2549. WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
  2550. }
  2551. light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base);
  2552. float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2553. if (angular_diameter > 0.0) {
  2554. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2555. // technically this will keep expanding until reaching the sun, but all we care
  2556. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2557. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2558. if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
  2559. // Only enable PCSS-like soft shadows if blurring is enabled.
  2560. // Otherwise, performance would decrease with no visual difference.
  2561. r_directional_light_soft_shadows = true;
  2562. }
  2563. } else {
  2564. angular_diameter = 0.0;
  2565. }
  2566. if (light_data.shadow_enabled) {
  2567. RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
  2568. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2569. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
  2570. for (int j = 0; j < 4; j++) {
  2571. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2572. CameraMatrix matrix = li->shadow_transform[j].camera;
  2573. float split = li->shadow_transform[MIN(limit, j)].split;
  2574. CameraMatrix bias;
  2575. bias.set_light_bias();
  2576. CameraMatrix rectm;
  2577. rectm.set_light_atlas_rect(atlas_rect);
  2578. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2579. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2580. light_data.shadow_split_offsets[j] = split;
  2581. float bias_scale = li->shadow_transform[j].bias_scale;
  2582. light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2583. 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;
  2584. light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
  2585. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2586. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2587. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2588. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2589. uv_scale *= atlas_rect.size; //adapt to atlas size
  2590. switch (j) {
  2591. case 0: {
  2592. light_data.uv_scale1[0] = uv_scale.x;
  2593. light_data.uv_scale1[1] = uv_scale.y;
  2594. } break;
  2595. case 1: {
  2596. light_data.uv_scale2[0] = uv_scale.x;
  2597. light_data.uv_scale2[1] = uv_scale.y;
  2598. } break;
  2599. case 2: {
  2600. light_data.uv_scale3[0] = uv_scale.x;
  2601. light_data.uv_scale3[1] = uv_scale.y;
  2602. } break;
  2603. case 3: {
  2604. light_data.uv_scale4[0] = uv_scale.x;
  2605. light_data.uv_scale4[1] = uv_scale.y;
  2606. } break;
  2607. }
  2608. }
  2609. float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2610. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2611. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2612. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2613. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2614. light_data.softshadow_angle = angular_diameter;
  2615. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2616. if (angular_diameter <= 0.0) {
  2617. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2618. }
  2619. }
  2620. r_directional_light_count++;
  2621. } break;
  2622. case RS::LIGHT_OMNI: {
  2623. if (cluster.omni_light_count >= cluster.max_lights) {
  2624. continue;
  2625. }
  2626. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2627. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2628. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2629. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2630. if (distance > fade_begin) {
  2631. if (distance > fade_begin + fade_length) {
  2632. // Out of range, don't draw this light to improve performance.
  2633. continue;
  2634. }
  2635. }
  2636. }
  2637. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2638. cluster.omni_light_sort[cluster.omni_light_count].depth = distance;
  2639. cluster.omni_light_count++;
  2640. } break;
  2641. case RS::LIGHT_SPOT: {
  2642. if (cluster.spot_light_count >= cluster.max_lights) {
  2643. continue;
  2644. }
  2645. const real_t distance = camera_plane.distance_to(li->transform.origin);
  2646. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2647. const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2648. const float fade_length = light_storage->light_get_distance_fade_length(li->light);
  2649. if (distance > fade_begin) {
  2650. if (distance > fade_begin + fade_length) {
  2651. // Out of range, don't draw this light to improve performance.
  2652. continue;
  2653. }
  2654. }
  2655. }
  2656. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2657. cluster.spot_light_sort[cluster.spot_light_count].depth = distance;
  2658. cluster.spot_light_count++;
  2659. } break;
  2660. }
  2661. li->last_pass = RSG::rasterizer->get_frame_number();
  2662. }
  2663. if (cluster.omni_light_count) {
  2664. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2665. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2666. }
  2667. if (cluster.spot_light_count) {
  2668. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2669. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2670. }
  2671. ShadowAtlas *shadow_atlas = nullptr;
  2672. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2673. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2674. }
  2675. bool using_forward_ids = _uses_forward_ids();
  2676. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2677. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2678. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2679. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2680. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2681. RID base = li->light;
  2682. if (using_forward_ids) {
  2683. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2684. }
  2685. Transform3D light_transform = li->transform;
  2686. float sign = light_storage->light_is_negative(base) ? -1 : 1;
  2687. Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
  2688. light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2689. // Reuse fade begin, fade length and distance for shadow LOD determination later.
  2690. float fade_begin = 0.0;
  2691. float fade_length = 0.0;
  2692. real_t distance = 0.0;
  2693. float fade = 1.0;
  2694. if (light_storage->light_is_distance_fade_enabled(li->light)) {
  2695. fade_begin = light_storage->light_get_distance_fade_begin(li->light);
  2696. fade_length = light_storage->light_get_distance_fade_length(li->light);
  2697. distance = camera_plane.distance_to(li->transform.origin);
  2698. if (distance > fade_begin) {
  2699. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2700. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2701. }
  2702. }
  2703. float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
  2704. light_data.color[0] = linear_col.r * energy;
  2705. light_data.color[1] = linear_col.g * energy;
  2706. light_data.color[2] = linear_col.b * energy;
  2707. light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2708. light_data.bake_mode = light_storage->light_get_bake_mode(base);
  2709. float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2710. light_data.inv_radius = 1.0 / radius;
  2711. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2712. light_data.position[0] = pos.x;
  2713. light_data.position[1] = pos.y;
  2714. light_data.position[2] = pos.z;
  2715. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2716. light_data.direction[0] = direction.x;
  2717. light_data.direction[1] = direction.y;
  2718. light_data.direction[2] = direction.z;
  2719. float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2720. light_data.size = size;
  2721. light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2722. float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2723. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2724. light_data.mask = light_storage->light_get_cull_mask(base);
  2725. light_data.atlas_rect[0] = 0;
  2726. light_data.atlas_rect[1] = 0;
  2727. light_data.atlas_rect[2] = 0;
  2728. light_data.atlas_rect[3] = 0;
  2729. RID projector = light_storage->light_get_projector(base);
  2730. if (projector.is_valid()) {
  2731. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
  2732. if (type == RS::LIGHT_SPOT) {
  2733. light_data.projector_rect[0] = rect.position.x;
  2734. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2735. light_data.projector_rect[2] = rect.size.width;
  2736. light_data.projector_rect[3] = -rect.size.height;
  2737. } else {
  2738. light_data.projector_rect[0] = rect.position.x;
  2739. light_data.projector_rect[1] = rect.position.y;
  2740. light_data.projector_rect[2] = rect.size.width;
  2741. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2742. }
  2743. } else {
  2744. light_data.projector_rect[0] = 0;
  2745. light_data.projector_rect[1] = 0;
  2746. light_data.projector_rect[2] = 0;
  2747. light_data.projector_rect[3] = 0;
  2748. }
  2749. const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
  2750. bool in_shadow_range = true;
  2751. if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
  2752. if (distance > light_storage->light_get_distance_fade_shadow(li->light)) {
  2753. // Out of range, don't draw shadows to improve performance.
  2754. in_shadow_range = false;
  2755. }
  2756. }
  2757. if (needs_shadow && in_shadow_range) {
  2758. // fill in the shadow information
  2759. light_data.shadow_enabled = true;
  2760. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2761. light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2762. if (type == RS::LIGHT_SPOT) {
  2763. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2764. } else { //omni
  2765. light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2766. }
  2767. light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base);
  2768. Vector2i omni_offset;
  2769. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2770. light_data.atlas_rect[0] = rect.position.x;
  2771. light_data.atlas_rect[1] = rect.position.y;
  2772. light_data.atlas_rect[2] = rect.size.width;
  2773. light_data.atlas_rect[3] = rect.size.height;
  2774. light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2775. light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
  2776. if (type == RS::LIGHT_OMNI) {
  2777. Transform3D proj = (inverse_transform * light_transform).inverse();
  2778. RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix);
  2779. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  2780. // Only enable PCSS-like soft shadows if blurring is enabled.
  2781. // Otherwise, performance would decrease with no visual difference.
  2782. light_data.soft_shadow_size = size;
  2783. } else {
  2784. light_data.soft_shadow_size = 0.0;
  2785. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2786. }
  2787. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2788. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  2789. } else if (type == RS::LIGHT_SPOT) {
  2790. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2791. CameraMatrix bias;
  2792. bias.set_light_bias();
  2793. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2794. RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
  2795. if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
  2796. // Only enable PCSS-like soft shadows if blurring is enabled.
  2797. // Otherwise, performance would decrease with no visual difference.
  2798. CameraMatrix cm = li->shadow_transform[0].camera;
  2799. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2800. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2801. } else {
  2802. light_data.soft_shadow_size = 0.0;
  2803. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2804. }
  2805. }
  2806. } else {
  2807. light_data.shadow_enabled = false;
  2808. }
  2809. li->cull_mask = light_storage->light_get_cull_mask(base);
  2810. if (current_cluster_builder != nullptr) {
  2811. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2812. }
  2813. r_positional_light_count++;
  2814. }
  2815. //update without barriers
  2816. if (cluster.omni_light_count) {
  2817. 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);
  2818. }
  2819. if (cluster.spot_light_count) {
  2820. 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);
  2821. }
  2822. if (r_directional_light_count) {
  2823. 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);
  2824. }
  2825. }
  2826. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2827. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2828. Transform3D uv_xform;
  2829. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2830. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2831. uint32_t decal_count = p_decals.size();
  2832. cluster.decal_count = 0;
  2833. for (uint32_t i = 0; i < decal_count; i++) {
  2834. if (cluster.decal_count == cluster.max_decals) {
  2835. break;
  2836. }
  2837. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  2838. if (!di) {
  2839. continue;
  2840. }
  2841. RID decal = di->decal;
  2842. Transform3D xform = di->transform;
  2843. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2844. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  2845. float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  2846. float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  2847. if (distance > fade_begin) {
  2848. if (distance > fade_begin + fade_length) {
  2849. continue; // do not use this decal, its invisible
  2850. }
  2851. }
  2852. }
  2853. cluster.decal_sort[cluster.decal_count].instance = di;
  2854. cluster.decal_sort[cluster.decal_count].depth = distance;
  2855. cluster.decal_count++;
  2856. }
  2857. if (cluster.decal_count > 0) {
  2858. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2859. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2860. }
  2861. bool using_forward_ids = _uses_forward_ids();
  2862. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2863. DecalInstance *di = cluster.decal_sort[i].instance;
  2864. RID decal = di->decal;
  2865. if (using_forward_ids) {
  2866. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2867. }
  2868. di->cull_mask = texture_storage->decal_get_cull_mask(decal);
  2869. Transform3D xform = di->transform;
  2870. float fade = 1.0;
  2871. if (texture_storage->decal_is_distance_fade_enabled(decal)) {
  2872. const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2873. const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
  2874. const float fade_length = texture_storage->decal_get_distance_fade_length(decal);
  2875. if (distance > fade_begin) {
  2876. // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
  2877. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
  2878. }
  2879. }
  2880. Cluster::DecalData &dd = cluster.decals[i];
  2881. Vector3 decal_extents = texture_storage->decal_get_extents(decal);
  2882. Transform3D scale_xform;
  2883. scale_xform.basis.scale(decal_extents);
  2884. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2885. RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform);
  2886. Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
  2887. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2888. dd.normal[0] = normal.x;
  2889. dd.normal[1] = normal.y;
  2890. dd.normal[2] = normal.z;
  2891. dd.normal_fade = texture_storage->decal_get_normal_fade(decal);
  2892. RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2893. RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2894. if (albedo_tex.is_valid()) {
  2895. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex);
  2896. dd.albedo_rect[0] = rect.position.x;
  2897. dd.albedo_rect[1] = rect.position.y;
  2898. dd.albedo_rect[2] = rect.size.x;
  2899. dd.albedo_rect[3] = rect.size.y;
  2900. } else {
  2901. if (!emission_tex.is_valid()) {
  2902. continue; //no albedo, no emission, no decal.
  2903. }
  2904. dd.albedo_rect[0] = 0;
  2905. dd.albedo_rect[1] = 0;
  2906. dd.albedo_rect[2] = 0;
  2907. dd.albedo_rect[3] = 0;
  2908. }
  2909. RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2910. if (normal_tex.is_valid()) {
  2911. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex);
  2912. dd.normal_rect[0] = rect.position.x;
  2913. dd.normal_rect[1] = rect.position.y;
  2914. dd.normal_rect[2] = rect.size.x;
  2915. dd.normal_rect[3] = rect.size.y;
  2916. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2917. RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
  2918. } else {
  2919. dd.normal_rect[0] = 0;
  2920. dd.normal_rect[1] = 0;
  2921. dd.normal_rect[2] = 0;
  2922. dd.normal_rect[3] = 0;
  2923. }
  2924. RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2925. if (orm_tex.is_valid()) {
  2926. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex);
  2927. dd.orm_rect[0] = rect.position.x;
  2928. dd.orm_rect[1] = rect.position.y;
  2929. dd.orm_rect[2] = rect.size.x;
  2930. dd.orm_rect[3] = rect.size.y;
  2931. } else {
  2932. dd.orm_rect[0] = 0;
  2933. dd.orm_rect[1] = 0;
  2934. dd.orm_rect[2] = 0;
  2935. dd.orm_rect[3] = 0;
  2936. }
  2937. if (emission_tex.is_valid()) {
  2938. Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex);
  2939. dd.emission_rect[0] = rect.position.x;
  2940. dd.emission_rect[1] = rect.position.y;
  2941. dd.emission_rect[2] = rect.size.x;
  2942. dd.emission_rect[3] = rect.size.y;
  2943. } else {
  2944. dd.emission_rect[0] = 0;
  2945. dd.emission_rect[1] = 0;
  2946. dd.emission_rect[2] = 0;
  2947. dd.emission_rect[3] = 0;
  2948. }
  2949. Color modulate = texture_storage->decal_get_modulate(decal);
  2950. dd.modulate[0] = modulate.r;
  2951. dd.modulate[1] = modulate.g;
  2952. dd.modulate[2] = modulate.b;
  2953. dd.modulate[3] = modulate.a * fade;
  2954. dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade;
  2955. dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal);
  2956. dd.mask = texture_storage->decal_get_cull_mask(decal);
  2957. dd.upper_fade = texture_storage->decal_get_upper_fade(decal);
  2958. dd.lower_fade = texture_storage->decal_get_lower_fade(decal);
  2959. if (current_cluster_builder != nullptr) {
  2960. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  2961. }
  2962. }
  2963. if (cluster.decal_count > 0) {
  2964. 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);
  2965. }
  2966. }
  2967. ////////////////////////////////////////////////////////////////////////////////
  2968. // FOG SHADER
  2969. void RendererSceneRenderRD::FogShaderData::set_path_hint(const String &p_path) {
  2970. path = p_path;
  2971. }
  2972. void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
  2973. //compile
  2974. code = p_code;
  2975. valid = false;
  2976. ubo_size = 0;
  2977. uniforms.clear();
  2978. if (code.is_empty()) {
  2979. return; //just invalid, but no error
  2980. }
  2981. ShaderCompiler::GeneratedCode gen_code;
  2982. ShaderCompiler::IdentifierActions actions;
  2983. actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
  2984. uses_time = false;
  2985. actions.usage_flag_pointers["TIME"] = &uses_time;
  2986. actions.uniforms = &uniforms;
  2987. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  2988. Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
  2989. ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
  2990. if (version.is_null()) {
  2991. version = scene_singleton->volumetric_fog.shader.version_create();
  2992. }
  2993. 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);
  2994. ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
  2995. ubo_size = gen_code.uniform_total_size;
  2996. ubo_offsets = gen_code.uniform_offsets;
  2997. texture_uniforms = gen_code.texture_uniforms;
  2998. pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
  2999. valid = true;
  3000. }
  3001. void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  3002. if (!p_texture.is_valid()) {
  3003. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  3004. default_texture_params[p_name].erase(p_index);
  3005. if (default_texture_params[p_name].is_empty()) {
  3006. default_texture_params.erase(p_name);
  3007. }
  3008. }
  3009. } else {
  3010. if (!default_texture_params.has(p_name)) {
  3011. default_texture_params[p_name] = HashMap<int, RID>();
  3012. }
  3013. default_texture_params[p_name][p_index] = p_texture;
  3014. }
  3015. }
  3016. void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  3017. RBMap<int, StringName> order;
  3018. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  3019. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3020. continue;
  3021. }
  3022. if (E.value.texture_order >= 0) {
  3023. order[E.value.texture_order + 100000] = E.key;
  3024. } else {
  3025. order[E.value.order] = E.key;
  3026. }
  3027. }
  3028. for (const KeyValue<int, StringName> &E : order) {
  3029. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  3030. pi.name = E.value;
  3031. p_param_list->push_back(pi);
  3032. }
  3033. }
  3034. void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  3035. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  3036. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3037. continue;
  3038. }
  3039. RendererMaterialStorage::InstanceShaderParam p;
  3040. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  3041. p.info.name = E.key; //supply name
  3042. p.index = E.value.instance_index;
  3043. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  3044. p_param_list->push_back(p);
  3045. }
  3046. }
  3047. bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
  3048. if (!uniforms.has(p_param)) {
  3049. return false;
  3050. }
  3051. return uniforms[p_param].texture_order >= 0;
  3052. }
  3053. bool RendererSceneRenderRD::FogShaderData::is_animated() const {
  3054. return false;
  3055. }
  3056. bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
  3057. return false;
  3058. }
  3059. Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
  3060. if (uniforms.has(p_parameter)) {
  3061. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  3062. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  3063. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  3064. }
  3065. return Variant();
  3066. }
  3067. RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
  3068. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3069. return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
  3070. }
  3071. RendererSceneRenderRD::FogShaderData::~FogShaderData() {
  3072. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3073. ERR_FAIL_COND(!scene_singleton);
  3074. //pipeline variants will clear themselves if shader is gone
  3075. if (version.is_valid()) {
  3076. scene_singleton->volumetric_fog.shader.version_free(version);
  3077. }
  3078. }
  3079. ////////////////////////////////////////////////////////////////////////////////
  3080. // Fog material
  3081. bool RendererSceneRenderRD::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  3082. RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
  3083. uniform_set_updated = true;
  3084. 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);
  3085. }
  3086. RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
  3087. free_parameters_uniform_set(uniform_set);
  3088. }
  3089. RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
  3090. FogShaderData *shader_data = memnew(FogShaderData);
  3091. return shader_data;
  3092. }
  3093. RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
  3094. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
  3095. };
  3096. RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
  3097. FogMaterialData *material_data = memnew(FogMaterialData);
  3098. material_data->shader_data = p_shader;
  3099. //update will happen later anyway so do nothing.
  3100. return material_data;
  3101. }
  3102. RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
  3103. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
  3104. };
  3105. ////////////////////////////////////////////////////////////////////////////////
  3106. // Volumetric Fog
  3107. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  3108. ERR_FAIL_COND(!rb->volumetric_fog);
  3109. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  3110. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  3111. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  3112. RD::get_singleton()->free(rb->volumetric_fog->density_map);
  3113. RD::get_singleton()->free(rb->volumetric_fog->light_map);
  3114. RD::get_singleton()->free(rb->volumetric_fog->emissive_map);
  3115. if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3116. RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
  3117. }
  3118. if (rb->volumetric_fog->process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set_density)) {
  3119. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set_density);
  3120. }
  3121. if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3122. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
  3123. }
  3124. if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
  3125. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
  3126. }
  3127. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3128. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  3129. }
  3130. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  3131. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  3132. }
  3133. memdelete(rb->volumetric_fog);
  3134. rb->volumetric_fog = nullptr;
  3135. }
  3136. 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) {
  3137. Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
  3138. view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
  3139. Vector3 fog_position = Vector3(0, 0, 0);
  3140. view_position.y = -view_position.y;
  3141. fog_position.z = -view_position.z / fog_end;
  3142. 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;
  3143. 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;
  3144. fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
  3145. fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
  3146. fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
  3147. fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
  3148. fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
  3149. return Vector3i(fog_position);
  3150. }
  3151. 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) {
  3152. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3153. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  3154. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  3155. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  3156. ERR_FAIL_COND(!rb);
  3157. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  3158. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  3159. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  3160. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  3161. if (rb->volumetric_fog) {
  3162. //validate
  3163. 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) {
  3164. _volumetric_fog_erase(rb);
  3165. }
  3166. }
  3167. if (!env || !env->volumetric_fog_enabled) {
  3168. //no reason to enable or update, bye
  3169. return;
  3170. }
  3171. RENDER_TIMESTAMP("> Volumetric Fog");
  3172. RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
  3173. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  3174. //required volumetric fog but not existing, create
  3175. rb->volumetric_fog = memnew(VolumetricFog);
  3176. rb->volumetric_fog->width = target_width;
  3177. rb->volumetric_fog->height = target_height;
  3178. rb->volumetric_fog->depth = volumetric_fog_depth;
  3179. RD::TextureFormat tf;
  3180. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3181. tf.width = target_width;
  3182. tf.height = target_height;
  3183. tf.depth = volumetric_fog_depth;
  3184. tf.texture_type = RD::TEXTURE_TYPE_3D;
  3185. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3186. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3187. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
  3188. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3189. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3190. RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
  3191. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3192. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  3193. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3194. RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
  3195. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  3196. Vector<uint8_t> dm;
  3197. dm.resize(target_width * target_height * volumetric_fog_depth * 4);
  3198. dm.fill(0);
  3199. rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3200. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3201. rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3202. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3203. rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
  3204. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3205. #else
  3206. tf.format = RD::DATA_FORMAT_R32_UINT;
  3207. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3208. rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3209. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3210. RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3211. rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3212. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3213. RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3214. rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3215. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3216. RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3217. #endif
  3218. Vector<RD::Uniform> uniforms;
  3219. {
  3220. RD::Uniform u;
  3221. u.binding = 0;
  3222. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3223. u.append_id(rb->volumetric_fog->fog_map);
  3224. uniforms.push_back(u);
  3225. }
  3226. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  3227. }
  3228. if (p_fog_volumes.size() > 0) {
  3229. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
  3230. RENDER_TIMESTAMP("Render FogVolumes");
  3231. VolumetricFogShader::VolumeUBO params;
  3232. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3233. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3234. float z_near = p_cam_projection.get_z_near();
  3235. float z_far = p_cam_projection.get_z_far();
  3236. float fog_end = env->volumetric_fog_length;
  3237. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3238. Vector2 fog_near_size;
  3239. if (p_cam_projection.is_orthogonal()) {
  3240. fog_near_size = fog_far_size;
  3241. } else {
  3242. fog_near_size = Vector2();
  3243. }
  3244. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3245. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3246. params.fog_frustum_size_end[0] = fog_far_size.x;
  3247. params.fog_frustum_size_end[1] = fog_far_size.y;
  3248. params.fog_frustum_end = fog_end;
  3249. params.z_near = z_near;
  3250. params.z_far = z_far;
  3251. params.time = time;
  3252. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3253. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3254. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3255. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3256. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3257. params.detail_spread = env->volumetric_fog_detail_spread;
  3258. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3259. Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
  3260. RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
  3261. RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
  3262. RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3263. if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3264. Vector<RD::Uniform> uniforms;
  3265. {
  3266. RD::Uniform u;
  3267. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  3268. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3269. #else
  3270. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3271. #endif
  3272. u.binding = 1;
  3273. u.append_id(rb->volumetric_fog->emissive_map);
  3274. uniforms.push_back(u);
  3275. }
  3276. {
  3277. RD::Uniform u;
  3278. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3279. u.binding = 2;
  3280. u.append_id(volumetric_fog.volume_ubo);
  3281. uniforms.push_back(u);
  3282. }
  3283. {
  3284. RD::Uniform u;
  3285. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  3286. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3287. #else
  3288. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3289. #endif
  3290. u.binding = 3;
  3291. u.append_id(rb->volumetric_fog->density_map);
  3292. uniforms.push_back(u);
  3293. }
  3294. {
  3295. RD::Uniform u;
  3296. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  3297. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3298. #else
  3299. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3300. #endif
  3301. u.binding = 4;
  3302. u.append_id(rb->volumetric_fog->light_map);
  3303. uniforms.push_back(u);
  3304. }
  3305. rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3306. }
  3307. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3308. bool any_uses_time = false;
  3309. for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
  3310. FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
  3311. ERR_FAIL_COND(!fog_volume_instance);
  3312. RID fog_volume = fog_volume_instance->volume;
  3313. RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
  3314. FogMaterialData *material = nullptr;
  3315. if (fog_material.is_valid()) {
  3316. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
  3317. if (!material || !material->shader_data->valid) {
  3318. material = nullptr;
  3319. }
  3320. }
  3321. if (!material) {
  3322. fog_material = volumetric_fog.default_material;
  3323. material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
  3324. }
  3325. ERR_FAIL_COND(!material);
  3326. FogShaderData *shader_data = material->shader_data;
  3327. ERR_FAIL_COND(!shader_data);
  3328. any_uses_time |= shader_data->uses_time;
  3329. Vector3i min = Vector3i();
  3330. Vector3i max = Vector3i();
  3331. Vector3i kernel_size = Vector3i();
  3332. Vector3 position = fog_volume_instance->transform.get_origin();
  3333. RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
  3334. Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
  3335. if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
  3336. // Local fog volume.
  3337. Vector3i points[8];
  3338. 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);
  3339. 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);
  3340. 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);
  3341. 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);
  3342. 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);
  3343. 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);
  3344. 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);
  3345. 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);
  3346. min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
  3347. max = Vector3i(1, 1, 1);
  3348. for (int j = 0; j < 8; j++) {
  3349. min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
  3350. max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
  3351. }
  3352. kernel_size = max - min;
  3353. } else {
  3354. // Volume type global runs on all cells
  3355. extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3356. min = Vector3i(0, 0, 0);
  3357. kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
  3358. }
  3359. if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
  3360. continue;
  3361. }
  3362. volumetric_fog.push_constant.position[0] = position.x;
  3363. volumetric_fog.push_constant.position[1] = position.y;
  3364. volumetric_fog.push_constant.position[2] = position.z;
  3365. volumetric_fog.push_constant.extents[0] = extents.x;
  3366. volumetric_fog.push_constant.extents[1] = extents.y;
  3367. volumetric_fog.push_constant.extents[2] = extents.z;
  3368. volumetric_fog.push_constant.corner[0] = min.x;
  3369. volumetric_fog.push_constant.corner[1] = min.y;
  3370. volumetric_fog.push_constant.corner[2] = min.z;
  3371. volumetric_fog.push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
  3372. RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
  3373. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
  3374. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3375. RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
  3376. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
  3377. if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
  3378. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3379. }
  3380. RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
  3381. }
  3382. if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
  3383. RenderingServerDefault::redraw_request();
  3384. }
  3385. RD::get_singleton()->draw_command_end_label();
  3386. RD::get_singleton()->compute_list_end();
  3387. }
  3388. if (rb->volumetric_fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set_density)) {
  3389. //re create uniform set if needed
  3390. Vector<RD::Uniform> uniforms;
  3391. Vector<RD::Uniform> copy_uniforms;
  3392. {
  3393. RD::Uniform u;
  3394. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3395. u.binding = 1;
  3396. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3397. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  3398. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
  3399. } else {
  3400. u.append_id(shadow_atlas->depth);
  3401. }
  3402. uniforms.push_back(u);
  3403. copy_uniforms.push_back(u);
  3404. }
  3405. {
  3406. RD::Uniform u;
  3407. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3408. u.binding = 2;
  3409. if (directional_shadow.depth.is_valid()) {
  3410. u.append_id(directional_shadow.depth);
  3411. } else {
  3412. u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
  3413. }
  3414. uniforms.push_back(u);
  3415. copy_uniforms.push_back(u);
  3416. }
  3417. {
  3418. RD::Uniform u;
  3419. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3420. u.binding = 3;
  3421. u.append_id(get_omni_light_buffer());
  3422. uniforms.push_back(u);
  3423. copy_uniforms.push_back(u);
  3424. }
  3425. {
  3426. RD::Uniform u;
  3427. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3428. u.binding = 4;
  3429. u.append_id(get_spot_light_buffer());
  3430. uniforms.push_back(u);
  3431. copy_uniforms.push_back(u);
  3432. }
  3433. {
  3434. RD::Uniform u;
  3435. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3436. u.binding = 5;
  3437. u.append_id(get_directional_light_buffer());
  3438. uniforms.push_back(u);
  3439. copy_uniforms.push_back(u);
  3440. }
  3441. {
  3442. RD::Uniform u;
  3443. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3444. u.binding = 6;
  3445. u.append_id(rb->cluster_builder->get_cluster_buffer());
  3446. uniforms.push_back(u);
  3447. copy_uniforms.push_back(u);
  3448. }
  3449. {
  3450. RD::Uniform u;
  3451. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3452. u.binding = 7;
  3453. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3454. uniforms.push_back(u);
  3455. copy_uniforms.push_back(u);
  3456. }
  3457. {
  3458. RD::Uniform u;
  3459. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3460. u.binding = 8;
  3461. u.append_id(rb->volumetric_fog->light_density_map);
  3462. uniforms.push_back(u);
  3463. copy_uniforms.push_back(u);
  3464. }
  3465. {
  3466. RD::Uniform u;
  3467. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3468. u.binding = 9;
  3469. u.append_id(rb->volumetric_fog->fog_map);
  3470. uniforms.push_back(u);
  3471. }
  3472. {
  3473. RD::Uniform u;
  3474. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3475. u.binding = 9;
  3476. u.append_id(rb->volumetric_fog->prev_light_density_map);
  3477. copy_uniforms.push_back(u);
  3478. }
  3479. {
  3480. RD::Uniform u;
  3481. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3482. u.binding = 10;
  3483. u.append_id(shadow_sampler);
  3484. uniforms.push_back(u);
  3485. copy_uniforms.push_back(u);
  3486. }
  3487. {
  3488. RD::Uniform u;
  3489. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3490. u.binding = 11;
  3491. u.append_id(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  3492. uniforms.push_back(u);
  3493. copy_uniforms.push_back(u);
  3494. }
  3495. {
  3496. RD::Uniform u;
  3497. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3498. u.binding = 12;
  3499. for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
  3500. u.append_id(rb->rbgi.voxel_gi_textures[i]);
  3501. }
  3502. uniforms.push_back(u);
  3503. copy_uniforms.push_back(u);
  3504. }
  3505. {
  3506. RD::Uniform u;
  3507. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3508. u.binding = 13;
  3509. u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3510. uniforms.push_back(u);
  3511. copy_uniforms.push_back(u);
  3512. }
  3513. {
  3514. RD::Uniform u;
  3515. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3516. u.binding = 14;
  3517. u.append_id(volumetric_fog.params_ubo);
  3518. uniforms.push_back(u);
  3519. copy_uniforms.push_back(u);
  3520. }
  3521. {
  3522. RD::Uniform u;
  3523. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3524. u.binding = 15;
  3525. u.append_id(rb->volumetric_fog->prev_light_density_map);
  3526. uniforms.push_back(u);
  3527. }
  3528. {
  3529. RD::Uniform u;
  3530. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  3531. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3532. #else
  3533. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3534. #endif
  3535. u.binding = 16;
  3536. u.append_id(rb->volumetric_fog->density_map);
  3537. uniforms.push_back(u);
  3538. }
  3539. {
  3540. RD::Uniform u;
  3541. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  3542. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3543. #else
  3544. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3545. #endif
  3546. u.binding = 17;
  3547. u.append_id(rb->volumetric_fog->light_map);
  3548. uniforms.push_back(u);
  3549. }
  3550. {
  3551. RD::Uniform u;
  3552. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  3553. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3554. #else
  3555. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3556. #endif
  3557. u.binding = 18;
  3558. u.append_id(rb->volumetric_fog->emissive_map);
  3559. uniforms.push_back(u);
  3560. }
  3561. {
  3562. RD::Uniform u;
  3563. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3564. u.binding = 19;
  3565. 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);
  3566. RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
  3567. u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
  3568. uniforms.push_back(u);
  3569. }
  3570. 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);
  3571. 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_FOG), 0);
  3572. RID aux7 = uniforms.write[7].get_id(0);
  3573. RID aux8 = uniforms.write[8].get_id(0);
  3574. uniforms.write[7].set_id(0, aux8);
  3575. uniforms.write[8].set_id(0, aux7);
  3576. 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, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
  3577. uniforms.remove_at(8);
  3578. uniforms.write[7].set_id(0, aux7);
  3579. rb->volumetric_fog->process_uniform_set_density = 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);
  3580. }
  3581. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  3582. if (using_sdfgi) {
  3583. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3584. Vector<RD::Uniform> uniforms;
  3585. {
  3586. RD::Uniform u;
  3587. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3588. u.binding = 0;
  3589. u.append_id(gi.sdfgi_ubo);
  3590. uniforms.push_back(u);
  3591. }
  3592. {
  3593. RD::Uniform u;
  3594. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3595. u.binding = 1;
  3596. u.append_id(rb->sdfgi->ambient_texture);
  3597. uniforms.push_back(u);
  3598. }
  3599. {
  3600. RD::Uniform u;
  3601. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3602. u.binding = 2;
  3603. u.append_id(rb->sdfgi->occlusion_texture);
  3604. uniforms.push_back(u);
  3605. }
  3606. 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);
  3607. }
  3608. }
  3609. rb->volumetric_fog->length = env->volumetric_fog_length;
  3610. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  3611. VolumetricFogShader::ParamsUBO params;
  3612. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3613. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3614. float z_near = p_cam_projection.get_z_near();
  3615. float z_far = p_cam_projection.get_z_far();
  3616. float fog_end = env->volumetric_fog_length;
  3617. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3618. Vector2 fog_near_size;
  3619. if (p_cam_projection.is_orthogonal()) {
  3620. fog_near_size = fog_far_size;
  3621. } else {
  3622. fog_near_size = Vector2();
  3623. }
  3624. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3625. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3626. params.fog_frustum_size_end[0] = fog_far_size.x;
  3627. params.fog_frustum_size_end[1] = fog_far_size.y;
  3628. params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
  3629. params.z_far = z_far;
  3630. params.fog_frustum_end = fog_end;
  3631. Color ambient_color = env->ambient_light.srgb_to_linear();
  3632. params.ambient_color[0] = ambient_color.r;
  3633. params.ambient_color[1] = ambient_color.g;
  3634. params.ambient_color[2] = ambient_color.b;
  3635. params.sky_contribution = env->ambient_sky_contribution;
  3636. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3637. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3638. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3639. params.directional_light_count = p_directional_light_count;
  3640. Color emission = env->volumetric_fog_emission.srgb_to_linear();
  3641. params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
  3642. params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
  3643. params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
  3644. params.base_density = env->volumetric_fog_density;
  3645. Color base_scattering = env->volumetric_fog_scattering.srgb_to_linear();
  3646. params.base_scattering[0] = base_scattering.r;
  3647. params.base_scattering[1] = base_scattering.g;
  3648. params.base_scattering[2] = base_scattering.b;
  3649. params.phase_g = env->volumetric_fog_anisotropy;
  3650. params.detail_spread = env->volumetric_fog_detail_spread;
  3651. params.gi_inject = env->volumetric_fog_gi_inject;
  3652. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  3653. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  3654. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  3655. params.cam_rotation[3] = 0;
  3656. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  3657. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  3658. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  3659. params.cam_rotation[7] = 0;
  3660. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  3661. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  3662. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  3663. params.cam_rotation[11] = 0;
  3664. params.filter_axis = 0;
  3665. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  3666. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3667. Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
  3668. RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
  3669. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3670. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3671. {
  3672. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  3673. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  3674. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  3675. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  3676. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  3677. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
  3678. params.cluster_width = cluster_screen_width;
  3679. params.screen_size[0] = rb->width;
  3680. params.screen_size[1] = rb->height;
  3681. }
  3682. Basis sky_transform = env->sky_orientation;
  3683. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  3684. RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
  3685. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  3686. RENDER_TIMESTAMP("Render Fog");
  3687. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3688. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3689. 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]);
  3690. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set_density, 0);
  3691. if (using_sdfgi) {
  3692. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3693. }
  3694. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3695. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3696. // Copy fog to history buffer
  3697. if (env->volumetric_fog_temporal_reprojection) {
  3698. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
  3699. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
  3700. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3701. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3702. }
  3703. RD::get_singleton()->draw_command_end_label();
  3704. if (volumetric_fog_filter_active) {
  3705. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  3706. RENDER_TIMESTAMP("Filter Fog");
  3707. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3708. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3709. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3710. RD::get_singleton()->compute_list_end();
  3711. //need restart for buffer update
  3712. params.filter_axis = 1;
  3713. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  3714. compute_list = RD::get_singleton()->compute_list_begin();
  3715. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3716. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
  3717. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3718. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3719. RD::get_singleton()->draw_command_end_label();
  3720. }
  3721. RENDER_TIMESTAMP("Integrate Fog");
  3722. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  3723. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
  3724. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3725. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  3726. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  3727. RENDER_TIMESTAMP("< Volumetric Fog");
  3728. RD::get_singleton()->draw_command_end_label();
  3729. RD::get_singleton()->draw_command_end_label();
  3730. }
  3731. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3732. if (p_render_data->render_buffers.is_valid()) {
  3733. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3734. if (rb->sdfgi != nullptr) {
  3735. return true;
  3736. }
  3737. }
  3738. return false;
  3739. }
  3740. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3741. if (p_render_data->render_buffers.is_valid()) {
  3742. if (p_use_gi) {
  3743. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3744. ERR_FAIL_COND(rb == nullptr);
  3745. if (rb->sdfgi == nullptr) {
  3746. return;
  3747. }
  3748. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  3749. rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky));
  3750. }
  3751. }
  3752. }
  3753. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3754. if (p_render_data->render_buffers.is_valid()) {
  3755. if (p_use_gi) {
  3756. RD::get_singleton()->compute_list_end();
  3757. }
  3758. }
  3759. }
  3760. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices) {
  3761. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  3762. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  3763. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  3764. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3765. ERR_FAIL_COND(rb == nullptr);
  3766. if (rb->sdfgi != nullptr) {
  3767. rb->sdfgi->store_probes();
  3768. }
  3769. }
  3770. render_state.cube_shadows.clear();
  3771. render_state.shadows.clear();
  3772. render_state.directional_shadows.clear();
  3773. Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  3774. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  3775. {
  3776. for (int i = 0; i < render_state.render_shadow_count; i++) {
  3777. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  3778. if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  3779. render_state.directional_shadows.push_back(i);
  3780. } 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) {
  3781. render_state.cube_shadows.push_back(i);
  3782. } else {
  3783. render_state.shadows.push_back(i);
  3784. }
  3785. }
  3786. //cube shadows are rendered in their own way
  3787. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  3788. _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);
  3789. }
  3790. if (render_state.directional_shadows.size()) {
  3791. //open the pass for directional shadows
  3792. _update_directional_shadow_atlas();
  3793. 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);
  3794. RD::get_singleton()->draw_list_end();
  3795. }
  3796. }
  3797. // Render GI
  3798. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  3799. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  3800. if (render_shadows && render_gi) {
  3801. RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
  3802. } else if (render_shadows) {
  3803. RENDER_TIMESTAMP("Render Shadows");
  3804. } else if (render_gi) {
  3805. RENDER_TIMESTAMP("Render GI");
  3806. }
  3807. //prepare shadow rendering
  3808. if (render_shadows) {
  3809. _render_shadow_begin();
  3810. //render directional shadows
  3811. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  3812. _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);
  3813. }
  3814. //render positional shadows
  3815. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  3816. _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);
  3817. }
  3818. _render_shadow_process();
  3819. }
  3820. //start GI
  3821. if (render_gi) {
  3822. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_vrs_slices, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  3823. }
  3824. //Do shadow rendering (in parallel with GI)
  3825. if (render_shadows) {
  3826. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  3827. }
  3828. if (render_gi) {
  3829. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  3830. }
  3831. if (p_render_data->render_buffers.is_valid() && ss_effects) {
  3832. if (p_use_ssao || p_use_ssil) {
  3833. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3834. ERR_FAIL_COND(!rb);
  3835. bool invalidate_uniform_set = false;
  3836. if (rb->ss_effects.linear_depth.is_null()) {
  3837. RD::TextureFormat tf;
  3838. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  3839. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  3840. tf.width = (rb->width + 1) / 2;
  3841. tf.height = (rb->height + 1) / 2;
  3842. tf.mipmaps = 5;
  3843. tf.array_layers = 4;
  3844. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  3845. rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3846. RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
  3847. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  3848. 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);
  3849. rb->ss_effects.linear_depth_slices.push_back(slice);
  3850. RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
  3851. }
  3852. invalidate_uniform_set = true;
  3853. }
  3854. ss_effects->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
  3855. }
  3856. if (p_use_ssao) {
  3857. // TODO make these proper stereo
  3858. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection);
  3859. }
  3860. if (p_use_ssil) {
  3861. // TODO make these proper stereo
  3862. _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform);
  3863. }
  3864. }
  3865. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  3866. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  3867. if (current_cluster_builder) {
  3868. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  3869. }
  3870. bool using_shadows = true;
  3871. if (p_render_data->reflection_probe.is_valid()) {
  3872. if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  3873. using_shadows = false;
  3874. }
  3875. } else {
  3876. //do not render reflections when rendering a reflection probe
  3877. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  3878. }
  3879. uint32_t directional_light_count = 0;
  3880. uint32_t positional_light_count = 0;
  3881. _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);
  3882. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  3883. p_render_data->directional_light_count = directional_light_count;
  3884. if (current_cluster_builder) {
  3885. current_cluster_builder->bake_cluster();
  3886. }
  3887. if (p_render_data->render_buffers.is_valid()) {
  3888. bool directional_shadows = false;
  3889. for (uint32_t i = 0; i < directional_light_count; i++) {
  3890. if (cluster.directional_lights[i].shadow_enabled) {
  3891. directional_shadows = true;
  3892. break;
  3893. }
  3894. }
  3895. if (is_volumetric_supported()) {
  3896. _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);
  3897. }
  3898. }
  3899. }
  3900. 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) {
  3901. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  3902. // getting this here now so we can direct call a bunch of things more easily
  3903. RenderBuffers *rb = nullptr;
  3904. if (p_render_buffers.is_valid()) {
  3905. rb = render_buffers_owner.get_or_null(p_render_buffers);
  3906. ERR_FAIL_COND(!rb);
  3907. }
  3908. //assign render data
  3909. RenderDataRD render_data;
  3910. {
  3911. render_data.render_buffers = p_render_buffers;
  3912. // Our first camera is used by default
  3913. render_data.cam_transform = p_camera_data->main_transform;
  3914. render_data.cam_projection = p_camera_data->main_projection;
  3915. render_data.cam_orthogonal = p_camera_data->is_orthogonal;
  3916. render_data.taa_jitter = p_camera_data->taa_jitter;
  3917. render_data.view_count = p_camera_data->view_count;
  3918. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3919. render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  3920. render_data.view_projection[v] = p_camera_data->view_projection[v];
  3921. }
  3922. render_data.prev_cam_transform = p_prev_camera_data->main_transform;
  3923. render_data.prev_cam_projection = p_prev_camera_data->main_projection;
  3924. render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  3925. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3926. render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  3927. }
  3928. render_data.z_near = p_camera_data->main_projection.get_z_near();
  3929. render_data.z_far = p_camera_data->main_projection.get_z_far();
  3930. render_data.instances = &p_instances;
  3931. render_data.lights = &p_lights;
  3932. render_data.reflection_probes = &p_reflection_probes;
  3933. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  3934. render_data.decals = &p_decals;
  3935. render_data.lightmaps = &p_lightmaps;
  3936. render_data.fog_volumes = &p_fog_volumes;
  3937. render_data.environment = p_environment;
  3938. render_data.camera_effects = p_camera_effects;
  3939. render_data.shadow_atlas = p_shadow_atlas;
  3940. render_data.reflection_atlas = p_reflection_atlas;
  3941. render_data.reflection_probe = p_reflection_probe;
  3942. render_data.reflection_probe_pass = p_reflection_probe_pass;
  3943. // this should be the same for all cameras..
  3944. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  3945. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  3946. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  3947. render_data.screen_mesh_lod_threshold = 0.0;
  3948. } else {
  3949. render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  3950. }
  3951. render_state.render_shadows = p_render_shadows;
  3952. render_state.render_shadow_count = p_render_shadow_count;
  3953. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3954. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3955. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3956. render_data.render_info = r_render_info;
  3957. }
  3958. PagedArray<RID> empty;
  3959. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3960. render_data.lights = &empty;
  3961. render_data.reflection_probes = &empty;
  3962. render_data.voxel_gi_instances = &empty;
  3963. }
  3964. //sdfgi first
  3965. if (rb != nullptr && rb->sdfgi != nullptr) {
  3966. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3967. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  3968. }
  3969. if (render_state.sdfgi_update_data->update_static) {
  3970. 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);
  3971. }
  3972. }
  3973. Color clear_color;
  3974. if (p_render_buffers.is_valid()) {
  3975. clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
  3976. } else {
  3977. clear_color = RSG::texture_storage->get_default_clear_color();
  3978. }
  3979. //assign render indices to voxel_gi_instances
  3980. if (is_dynamic_gi_supported()) {
  3981. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3982. RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  3983. if (voxel_gi_inst) {
  3984. voxel_gi_inst->render_index = i;
  3985. }
  3986. }
  3987. }
  3988. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3989. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3990. current_cluster_builder = rb->cluster_builder;
  3991. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3992. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  3993. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  3994. if (!ra) {
  3995. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3996. current_cluster_builder = nullptr;
  3997. } else {
  3998. current_cluster_builder = ra->cluster_builder;
  3999. }
  4000. } else {
  4001. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  4002. current_cluster_builder = nullptr;
  4003. }
  4004. render_state.voxel_gi_count = 0;
  4005. if (rb != nullptr && is_dynamic_gi_supported()) {
  4006. if (rb->sdfgi) {
  4007. rb->sdfgi->update_cascades();
  4008. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  4009. rb->sdfgi->update_light();
  4010. }
  4011. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  4012. }
  4013. render_state.depth_prepass_used = false;
  4014. //calls _pre_opaque_render between depth pre-pass and opaque pass
  4015. if (current_cluster_builder != nullptr) {
  4016. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  4017. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  4018. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  4019. }
  4020. if (rb != nullptr && rb->vrs_fb.is_valid()) {
  4021. // vrs_fb will only be valid if vrs is enabled
  4022. vrs->update_vrs_texture(rb->vrs_fb, rb->render_target);
  4023. }
  4024. _render_scene(&render_data, clear_color);
  4025. if (p_render_buffers.is_valid()) {
  4026. /*
  4027. _debug_draw_cluster(p_render_buffers);
  4028. _render_buffers_post_process_and_tonemap(&render_data);
  4029. */
  4030. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  4031. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  4032. Vector<RID> view_rids;
  4033. for (int v = 0; v < rb->views.size(); v++) {
  4034. view_rids.push_back(rb->views[v].view_texture);
  4035. }
  4036. 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);
  4037. }
  4038. }
  4039. }
  4040. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  4041. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  4042. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  4043. 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) {
  4044. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  4045. switch (dd) {
  4046. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  4047. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  4048. break;
  4049. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  4050. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  4051. break;
  4052. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  4053. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  4054. break;
  4055. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  4056. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  4057. break;
  4058. default: {
  4059. }
  4060. }
  4061. current_cluster_builder->debug(elem_type);
  4062. }
  4063. }
  4064. }
  4065. 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) {
  4066. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  4067. ERR_FAIL_COND(!light_instance);
  4068. Rect2i atlas_rect;
  4069. uint32_t atlas_size;
  4070. RID atlas_fb;
  4071. bool using_dual_paraboloid = false;
  4072. bool using_dual_paraboloid_flip = false;
  4073. Vector2i dual_paraboloid_offset;
  4074. RID render_fb;
  4075. RID render_texture;
  4076. float zfar;
  4077. bool use_pancake = false;
  4078. bool render_cubemap = false;
  4079. bool finalize_cubemap = false;
  4080. bool flip_y = false;
  4081. CameraMatrix light_projection;
  4082. Transform3D light_transform;
  4083. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  4084. //set pssm stuff
  4085. if (light_instance->last_scene_shadow_pass != scene_pass) {
  4086. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  4087. directional_shadow.current_light++;
  4088. light_instance->last_scene_shadow_pass = scene_pass;
  4089. }
  4090. use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  4091. light_projection = light_instance->shadow_transform[p_pass].camera;
  4092. light_transform = light_instance->shadow_transform[p_pass].transform;
  4093. atlas_rect = light_instance->directional_rect;
  4094. if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  4095. atlas_rect.size.width /= 2;
  4096. atlas_rect.size.height /= 2;
  4097. if (p_pass == 1) {
  4098. atlas_rect.position.x += atlas_rect.size.width;
  4099. } else if (p_pass == 2) {
  4100. atlas_rect.position.y += atlas_rect.size.height;
  4101. } else if (p_pass == 3) {
  4102. atlas_rect.position += atlas_rect.size;
  4103. }
  4104. } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  4105. atlas_rect.size.height /= 2;
  4106. if (p_pass == 0) {
  4107. } else {
  4108. atlas_rect.position.y += atlas_rect.size.height;
  4109. }
  4110. }
  4111. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  4112. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  4113. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  4114. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4115. render_fb = directional_shadow.fb;
  4116. render_texture = RID();
  4117. flip_y = true;
  4118. } else {
  4119. //set from shadow atlas
  4120. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  4121. ERR_FAIL_COND(!shadow_atlas);
  4122. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  4123. _update_shadow_atlas(shadow_atlas);
  4124. uint32_t key = shadow_atlas->shadow_owners[p_light];
  4125. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4126. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4127. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  4128. uint32_t quadrant_size = shadow_atlas->size >> 1;
  4129. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  4130. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  4131. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  4132. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4133. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4134. atlas_rect.size.width = shadow_size;
  4135. atlas_rect.size.height = shadow_size;
  4136. zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4137. if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  4138. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  4139. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  4140. if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  4141. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  4142. render_fb = cubemap->side_fb[p_pass];
  4143. render_texture = cubemap->cubemap;
  4144. light_projection = light_instance->shadow_transform[p_pass].camera;
  4145. light_transform = light_instance->shadow_transform[p_pass].transform;
  4146. render_cubemap = true;
  4147. finalize_cubemap = p_pass == 5;
  4148. atlas_fb = shadow_atlas->fb;
  4149. atlas_size = shadow_atlas->size;
  4150. if (p_pass == 0) {
  4151. _render_shadow_begin();
  4152. }
  4153. } else {
  4154. atlas_rect.position.x += 1;
  4155. atlas_rect.position.y += 1;
  4156. atlas_rect.size.x -= 2;
  4157. atlas_rect.size.y -= 2;
  4158. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  4159. light_projection = light_instance->shadow_transform[0].camera;
  4160. light_transform = light_instance->shadow_transform[0].transform;
  4161. using_dual_paraboloid = true;
  4162. using_dual_paraboloid_flip = p_pass == 1;
  4163. render_fb = shadow_atlas->fb;
  4164. flip_y = true;
  4165. }
  4166. } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  4167. light_projection = light_instance->shadow_transform[0].camera;
  4168. light_transform = light_instance->shadow_transform[0].transform;
  4169. render_fb = shadow_atlas->fb;
  4170. flip_y = true;
  4171. }
  4172. }
  4173. if (render_cubemap) {
  4174. //rendering to cubemap
  4175. _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);
  4176. if (finalize_cubemap) {
  4177. _render_shadow_process();
  4178. _render_shadow_end();
  4179. //reblit
  4180. Rect2 atlas_rect_norm = atlas_rect;
  4181. atlas_rect_norm.position /= float(atlas_size);
  4182. atlas_rect_norm.size /= float(atlas_size);
  4183. 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);
  4184. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  4185. 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);
  4186. //restore transform so it can be properly used
  4187. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  4188. }
  4189. } else {
  4190. //render shadow
  4191. _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);
  4192. }
  4193. }
  4194. 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) {
  4195. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
  4196. }
  4197. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  4198. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  4199. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  4200. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  4201. CameraMatrix cm;
  4202. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  4203. Vector3 cam_pos = p_transform.origin;
  4204. cam_pos.y += extents.y;
  4205. Transform3D cam_xform;
  4206. 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());
  4207. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  4208. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  4209. }
  4210. bool RendererSceneRenderRD::free(RID p_rid) {
  4211. if (render_buffers_owner.owns(p_rid)) {
  4212. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  4213. _free_render_buffer_data(rb);
  4214. memdelete(rb->data);
  4215. if (rb->sdfgi) {
  4216. rb->sdfgi->erase();
  4217. memdelete(rb->sdfgi);
  4218. rb->sdfgi = nullptr;
  4219. }
  4220. if (rb->volumetric_fog) {
  4221. _volumetric_fog_erase(rb);
  4222. }
  4223. if (rb->cluster_builder) {
  4224. memdelete(rb->cluster_builder);
  4225. }
  4226. render_buffers_owner.free(p_rid);
  4227. } else if (environment_owner.owns(p_rid)) {
  4228. //not much to delete, just free it
  4229. environment_owner.free(p_rid);
  4230. } else if (camera_effects_owner.owns(p_rid)) {
  4231. //not much to delete, just free it
  4232. camera_effects_owner.free(p_rid);
  4233. } else if (reflection_atlas_owner.owns(p_rid)) {
  4234. reflection_atlas_set_size(p_rid, 0, 0);
  4235. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  4236. if (ra->cluster_builder) {
  4237. memdelete(ra->cluster_builder);
  4238. }
  4239. reflection_atlas_owner.free(p_rid);
  4240. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  4241. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  4242. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  4243. reflection_probe_release_atlas_index(p_rid);
  4244. reflection_probe_instance_owner.free(p_rid);
  4245. } else if (decal_instance_owner.owns(p_rid)) {
  4246. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  4247. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  4248. decal_instance_owner.free(p_rid);
  4249. } else if (lightmap_instance_owner.owns(p_rid)) {
  4250. lightmap_instance_owner.free(p_rid);
  4251. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  4252. RendererRD::GI::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
  4253. if (voxel_gi->texture.is_valid()) {
  4254. RD::get_singleton()->free(voxel_gi->texture);
  4255. RD::get_singleton()->free(voxel_gi->write_buffer);
  4256. }
  4257. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  4258. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  4259. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  4260. }
  4261. gi.voxel_gi_instance_owner.free(p_rid);
  4262. } else if (sky.sky_owner.owns(p_rid)) {
  4263. sky.update_dirty_skys();
  4264. sky.free_sky(p_rid);
  4265. } else if (light_instance_owner.owns(p_rid)) {
  4266. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  4267. //remove from shadow atlases..
  4268. for (const RID &E : light_instance->shadow_atlases) {
  4269. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
  4270. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  4271. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  4272. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4273. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4274. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  4275. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  4276. // Omni lights use two atlas spots, make sure to clear the other as well
  4277. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  4278. }
  4279. shadow_atlas->shadow_owners.erase(p_rid);
  4280. }
  4281. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  4282. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  4283. }
  4284. light_instance_owner.free(p_rid);
  4285. } else if (shadow_atlas_owner.owns(p_rid)) {
  4286. shadow_atlas_set_size(p_rid, 0);
  4287. shadow_atlas_owner.free(p_rid);
  4288. } else if (fog_volume_instance_owner.owns(p_rid)) {
  4289. fog_volume_instance_owner.free(p_rid);
  4290. } else {
  4291. return false;
  4292. }
  4293. return true;
  4294. }
  4295. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  4296. debug_draw = p_debug_draw;
  4297. }
  4298. void RendererSceneRenderRD::update() {
  4299. sky.update_dirty_skys();
  4300. }
  4301. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  4302. time = p_time;
  4303. time_step = p_step;
  4304. }
  4305. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  4306. screen_space_roughness_limiter = p_enable;
  4307. screen_space_roughness_limiter_amount = p_amount;
  4308. screen_space_roughness_limiter_limit = p_limit;
  4309. }
  4310. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  4311. return screen_space_roughness_limiter;
  4312. }
  4313. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  4314. return screen_space_roughness_limiter_amount;
  4315. }
  4316. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  4317. return screen_space_roughness_limiter_limit;
  4318. }
  4319. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  4320. RD::TextureFormat tf;
  4321. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  4322. tf.width = p_image_size.width; // Always 64x64
  4323. tf.height = p_image_size.height;
  4324. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4325. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4326. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4327. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4328. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  4329. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4330. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4331. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4332. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4333. 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;
  4334. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4335. Vector<RID> fb_tex;
  4336. fb_tex.push_back(albedo_alpha_tex);
  4337. fb_tex.push_back(normal_tex);
  4338. fb_tex.push_back(orm_tex);
  4339. fb_tex.push_back(emission_tex);
  4340. fb_tex.push_back(depth_write_tex);
  4341. fb_tex.push_back(depth_tex);
  4342. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  4343. //RID sampled_light;
  4344. GeometryInstance *gi = geometry_instance_create(p_base);
  4345. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  4346. Vector<RID> materials;
  4347. materials.resize(sc);
  4348. for (uint32_t i = 0; i < sc; i++) {
  4349. if (i < (uint32_t)p_material_overrides.size()) {
  4350. materials.write[i] = p_material_overrides[i];
  4351. }
  4352. }
  4353. geometry_instance_set_surface_materials(gi, materials);
  4354. if (cull_argument.size() == 0) {
  4355. cull_argument.push_back(nullptr);
  4356. }
  4357. cull_argument[0] = gi;
  4358. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  4359. geometry_instance_free(gi);
  4360. TypedArray<Image> ret;
  4361. {
  4362. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  4363. Ref<Image> img;
  4364. img.instantiate();
  4365. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4366. RD::get_singleton()->free(albedo_alpha_tex);
  4367. ret.push_back(img);
  4368. }
  4369. {
  4370. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  4371. Ref<Image> img;
  4372. img.instantiate();
  4373. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4374. RD::get_singleton()->free(normal_tex);
  4375. ret.push_back(img);
  4376. }
  4377. {
  4378. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  4379. Ref<Image> img;
  4380. img.instantiate();
  4381. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4382. RD::get_singleton()->free(orm_tex);
  4383. ret.push_back(img);
  4384. }
  4385. {
  4386. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  4387. Ref<Image> img;
  4388. img.instantiate();
  4389. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  4390. RD::get_singleton()->free(emission_tex);
  4391. ret.push_back(img);
  4392. }
  4393. RD::get_singleton()->free(depth_write_tex);
  4394. RD::get_singleton()->free(depth_tex);
  4395. return ret;
  4396. }
  4397. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  4398. gi.sdfgi_debug_probe_pos = p_position;
  4399. gi.sdfgi_debug_probe_dir = p_dir;
  4400. }
  4401. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  4402. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  4403. return cluster.reflection_buffer;
  4404. }
  4405. RID RendererSceneRenderRD::get_omni_light_buffer() {
  4406. return cluster.omni_light_buffer;
  4407. }
  4408. RID RendererSceneRenderRD::get_spot_light_buffer() {
  4409. return cluster.spot_light_buffer;
  4410. }
  4411. RID RendererSceneRenderRD::get_directional_light_buffer() {
  4412. return cluster.directional_light_buffer;
  4413. }
  4414. RID RendererSceneRenderRD::get_decal_buffer() {
  4415. return cluster.decal_buffer;
  4416. }
  4417. int RendererSceneRenderRD::get_max_directional_lights() const {
  4418. return cluster.max_directional_lights;
  4419. }
  4420. bool RendererSceneRenderRD::is_vrs_supported() const {
  4421. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  4422. }
  4423. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  4424. // usable by default (unless low end = true)
  4425. return true;
  4426. }
  4427. bool RendererSceneRenderRD::is_clustered_enabled() const {
  4428. // used by default.
  4429. return true;
  4430. }
  4431. bool RendererSceneRenderRD::is_volumetric_supported() const {
  4432. // usable by default (unless low end = true)
  4433. return true;
  4434. }
  4435. uint32_t RendererSceneRenderRD::get_max_elements() const {
  4436. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  4437. }
  4438. RendererSceneRenderRD::RendererSceneRenderRD() {
  4439. singleton = this;
  4440. }
  4441. void RendererSceneRenderRD::init() {
  4442. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  4443. max_cluster_elements = get_max_elements();
  4444. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  4445. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  4446. /* SKY SHADER */
  4447. sky.init();
  4448. /* GI */
  4449. if (is_dynamic_gi_supported()) {
  4450. gi.init(&sky);
  4451. }
  4452. { //decals
  4453. cluster.max_decals = max_cluster_elements;
  4454. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  4455. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  4456. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  4457. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  4458. }
  4459. { //reflections
  4460. cluster.max_reflections = max_cluster_elements;
  4461. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  4462. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  4463. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  4464. }
  4465. { //lights
  4466. cluster.max_lights = max_cluster_elements;
  4467. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  4468. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4469. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4470. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4471. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4472. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4473. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4474. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  4475. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  4476. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  4477. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  4478. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  4479. }
  4480. if (is_volumetric_supported()) {
  4481. {
  4482. // Initialize local fog shader
  4483. Vector<String> volumetric_fog_modes;
  4484. volumetric_fog_modes.push_back("");
  4485. volumetric_fog.shader.initialize(volumetric_fog_modes);
  4486. material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
  4487. material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
  4488. volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
  4489. }
  4490. {
  4491. ShaderCompiler::DefaultIdentifierActions actions;
  4492. actions.renames["TIME"] = "scene_params.time";
  4493. actions.renames["PI"] = _MKSTR(Math_PI);
  4494. actions.renames["TAU"] = _MKSTR(Math_TAU);
  4495. actions.renames["E"] = _MKSTR(Math_E);
  4496. actions.renames["WORLD_POSITION"] = "world.xyz";
  4497. actions.renames["OBJECT_POSITION"] = "params.position";
  4498. actions.renames["UVW"] = "uvw";
  4499. actions.renames["EXTENTS"] = "params.extents";
  4500. actions.renames["ALBEDO"] = "albedo";
  4501. actions.renames["DENSITY"] = "density";
  4502. actions.renames["EMISSION"] = "emission";
  4503. actions.renames["SDF"] = "sdf";
  4504. actions.usage_defines["SDF"] = "#define SDF_USED\n";
  4505. actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
  4506. actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
  4507. actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
  4508. actions.sampler_array_name = "material_samplers";
  4509. actions.base_texture_binding_index = 1;
  4510. actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
  4511. actions.base_uniform_string = "material.";
  4512. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  4513. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  4514. actions.global_buffer_array_variable = "global_variables.data";
  4515. volumetric_fog.compiler.initialize(actions);
  4516. }
  4517. {
  4518. // default material and shader for fog shader
  4519. volumetric_fog.default_shader = material_storage->shader_allocate();
  4520. material_storage->shader_initialize(volumetric_fog.default_shader);
  4521. material_storage->shader_set_code(volumetric_fog.default_shader, R"(
  4522. // Default fog shader.
  4523. shader_type fog;
  4524. void fog() {
  4525. DENSITY = 1.0;
  4526. ALBEDO = vec3(1.0);
  4527. }
  4528. )");
  4529. volumetric_fog.default_material = material_storage->material_allocate();
  4530. material_storage->material_initialize(volumetric_fog.default_material);
  4531. material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
  4532. FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
  4533. volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
  4534. Vector<RD::Uniform> uniforms;
  4535. {
  4536. Vector<RID> ids;
  4537. ids.resize(12);
  4538. RID *ids_ptr = ids.ptrw();
  4539. ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4540. ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4541. ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4542. ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4543. ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4544. ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4545. ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4546. ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4547. ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4548. ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4549. ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4550. ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4551. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
  4552. uniforms.push_back(u);
  4553. }
  4554. {
  4555. RD::Uniform u;
  4556. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  4557. u.binding = 2;
  4558. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
  4559. uniforms.push_back(u);
  4560. }
  4561. volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
  4562. }
  4563. {
  4564. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  4565. defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  4566. if (is_using_radiance_cubemap_array()) {
  4567. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  4568. }
  4569. Vector<String> volumetric_fog_modes;
  4570. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  4571. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  4572. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  4573. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  4574. volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
  4575. volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
  4576. volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
  4577. for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
  4578. volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
  4579. }
  4580. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  4581. }
  4582. }
  4583. {
  4584. RD::SamplerState sampler;
  4585. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  4586. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  4587. sampler.enable_compare = true;
  4588. sampler.compare_op = RD::COMPARE_OP_LESS;
  4589. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  4590. }
  4591. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  4592. 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"));
  4593. 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"));
  4594. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  4595. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  4596. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  4597. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  4598. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  4599. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  4600. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  4601. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  4602. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  4603. 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"));
  4604. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  4605. directional_soft_shadow_kernel = memnew_arr(float, 128);
  4606. penumbra_shadow_kernel = memnew_arr(float, 128);
  4607. soft_shadow_kernel = memnew_arr(float, 128);
  4608. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality"))));
  4609. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality"))));
  4610. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  4611. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  4612. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  4613. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  4614. cull_argument.set_page_pool(&cull_argument_pool);
  4615. bool can_use_storage = _render_buffers_can_be_storage();
  4616. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  4617. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  4618. tone_mapper = memnew(RendererRD::ToneMapper);
  4619. vrs = memnew(RendererRD::VRS);
  4620. if (can_use_storage) {
  4621. ss_effects = memnew(RendererRD::SSEffects);
  4622. }
  4623. }
  4624. RendererSceneRenderRD::~RendererSceneRenderRD() {
  4625. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  4626. if (bokeh_dof) {
  4627. memdelete(bokeh_dof);
  4628. }
  4629. if (copy_effects) {
  4630. memdelete(copy_effects);
  4631. }
  4632. if (tone_mapper) {
  4633. memdelete(tone_mapper);
  4634. }
  4635. if (vrs) {
  4636. memdelete(vrs);
  4637. }
  4638. if (ss_effects) {
  4639. memdelete(ss_effects);
  4640. }
  4641. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  4642. RD::get_singleton()->free(E.value.cubemap);
  4643. }
  4644. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  4645. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  4646. }
  4647. if (is_dynamic_gi_supported()) {
  4648. gi.free();
  4649. }
  4650. if (is_volumetric_supported()) {
  4651. volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
  4652. RD::get_singleton()->free(volumetric_fog.volume_ubo);
  4653. RD::get_singleton()->free(volumetric_fog.params_ubo);
  4654. material_storage->shader_free(volumetric_fog.default_shader);
  4655. material_storage->material_free(volumetric_fog.default_material);
  4656. }
  4657. memdelete_arr(directional_penumbra_shadow_kernel);
  4658. memdelete_arr(directional_soft_shadow_kernel);
  4659. memdelete_arr(penumbra_shadow_kernel);
  4660. memdelete_arr(soft_shadow_kernel);
  4661. {
  4662. RD::get_singleton()->free(cluster.directional_light_buffer);
  4663. RD::get_singleton()->free(cluster.omni_light_buffer);
  4664. RD::get_singleton()->free(cluster.spot_light_buffer);
  4665. RD::get_singleton()->free(cluster.reflection_buffer);
  4666. RD::get_singleton()->free(cluster.decal_buffer);
  4667. memdelete_arr(cluster.directional_lights);
  4668. memdelete_arr(cluster.omni_lights);
  4669. memdelete_arr(cluster.spot_lights);
  4670. memdelete_arr(cluster.omni_light_sort);
  4671. memdelete_arr(cluster.spot_light_sort);
  4672. memdelete_arr(cluster.reflections);
  4673. memdelete_arr(cluster.reflection_sort);
  4674. memdelete_arr(cluster.decals);
  4675. memdelete_arr(cluster.decal_sort);
  4676. }
  4677. RD::get_singleton()->free(shadow_sampler);
  4678. directional_shadow_atlas_set_size(0);
  4679. cull_argument.reset(); //avoid exit error
  4680. }