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/*************************************************************************/
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/* gi.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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# include "gi.h"
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# include "core/config/project_settings.h"
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# include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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# include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
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# include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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# include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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# include "servers/rendering/rendering_server_default.h"
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using namespace RendererRD ;
const Vector3i GI : : SDFGI : : Cascade : : DIRTY_ALL = Vector3i ( 0x7FFFFFFF , 0x7FFFFFFF , 0x7FFFFFFF ) ;
GI * GI : : singleton = nullptr ;
////////////////////////////////////////////////////////////////////////////////
// VOXEL GI STORAGE
RID GI : : voxel_gi_allocate ( ) {
return voxel_gi_owner . allocate_rid ( ) ;
}
void GI : : voxel_gi_free ( RID p_voxel_gi ) {
voxel_gi_allocate_data ( p_voxel_gi , Transform3D ( ) , AABB ( ) , Vector3i ( ) , Vector < uint8_t > ( ) , Vector < uint8_t > ( ) , Vector < uint8_t > ( ) , Vector < int > ( ) ) ; //deallocate
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
voxel_gi - > dependency . deleted_notify ( p_voxel_gi ) ;
voxel_gi_owner . free ( p_voxel_gi ) ;
}
void GI : : voxel_gi_initialize ( RID p_voxel_gi ) {
voxel_gi_owner . initialize_rid ( p_voxel_gi , VoxelGI ( ) ) ;
}
void GI : : voxel_gi_allocate_data ( RID p_voxel_gi , const Transform3D & p_to_cell_xform , const AABB & p_aabb , const Vector3i & p_octree_size , const Vector < uint8_t > & p_octree_cells , const Vector < uint8_t > & p_data_cells , const Vector < uint8_t > & p_distance_field , const Vector < int > & p_level_counts ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
if ( voxel_gi - > octree_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( voxel_gi - > octree_buffer ) ;
RD : : get_singleton ( ) - > free ( voxel_gi - > data_buffer ) ;
if ( voxel_gi - > sdf_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( voxel_gi - > sdf_texture ) ;
}
voxel_gi - > sdf_texture = RID ( ) ;
voxel_gi - > octree_buffer = RID ( ) ;
voxel_gi - > data_buffer = RID ( ) ;
voxel_gi - > octree_buffer_size = 0 ;
voxel_gi - > data_buffer_size = 0 ;
voxel_gi - > cell_count = 0 ;
}
voxel_gi - > to_cell_xform = p_to_cell_xform ;
voxel_gi - > bounds = p_aabb ;
voxel_gi - > octree_size = p_octree_size ;
voxel_gi - > level_counts = p_level_counts ;
if ( p_octree_cells . size ( ) ) {
ERR_FAIL_COND ( p_octree_cells . size ( ) % 32 ! = 0 ) ; //cells size must be a multiple of 32
uint32_t cell_count = p_octree_cells . size ( ) / 32 ;
ERR_FAIL_COND ( p_data_cells . size ( ) ! = ( int ) cell_count * 16 ) ; //see that data size matches
voxel_gi - > cell_count = cell_count ;
voxel_gi - > octree_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( p_octree_cells . size ( ) , p_octree_cells ) ;
voxel_gi - > octree_buffer_size = p_octree_cells . size ( ) ;
voxel_gi - > data_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( p_data_cells . size ( ) , p_data_cells ) ;
voxel_gi - > data_buffer_size = p_data_cells . size ( ) ;
if ( p_distance_field . size ( ) ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8_UNORM ;
tf . width = voxel_gi - > octree_size . x ;
tf . height = voxel_gi - > octree_size . y ;
tf . depth = voxel_gi - > octree_size . z ;
tf . texture_type = RD : : TEXTURE_TYPE_3D ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_CAN_UPDATE_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
Vector < Vector < uint8_t > > s ;
s . push_back ( p_distance_field ) ;
voxel_gi - > sdf_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) , s ) ;
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RD : : get_singleton ( ) - > set_resource_name ( voxel_gi - > sdf_texture , " VoxelGI SDF Texture " ) ;
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}
#if 0
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8_UNORM ;
tf . width = voxel_gi - > octree_size . x ;
tf . height = voxel_gi - > octree_size . y ;
tf . depth = voxel_gi - > octree_size . z ;
tf . type = RD : : TEXTURE_TYPE_3D ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
tf . shareable_formats . push_back ( RD : : DATA_FORMAT_R8_UNORM ) ;
tf . shareable_formats . push_back ( RD : : DATA_FORMAT_R8_UINT ) ;
voxel_gi - > sdf_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( voxel_gi - > sdf_texture , " VoxelGI SDF Texture " ) ;
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}
RID shared_tex ;
{
RD : : TextureView tv ;
tv . format_override = RD : : DATA_FORMAT_R8_UINT ;
shared_tex = RD : : get_singleton ( ) - > texture_create_shared ( tv , voxel_gi - > sdf_texture ) ;
}
//update SDF texture
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 1 ;
u . append_id ( voxel_gi - > octree_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 2 ;
u . append_id ( voxel_gi - > data_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 3 ;
u . append_id ( shared_tex ) ;
uniforms . push_back ( u ) ;
}
RID uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , voxel_gi_sdf_shader_version_shader , 0 ) ;
{
uint32_t push_constant [ 4 ] = { 0 , 0 , 0 , 0 } ;
for ( int i = 0 ; i < voxel_gi - > level_counts . size ( ) - 1 ; i + + ) {
push_constant [ 0 ] + = voxel_gi - > level_counts [ i ] ;
}
push_constant [ 1 ] = push_constant [ 0 ] + voxel_gi - > level_counts [ voxel_gi - > level_counts . size ( ) - 1 ] ;
print_line ( " offset: " + itos ( push_constant [ 0 ] ) ) ;
print_line ( " size: " + itos ( push_constant [ 1 ] ) ) ;
//create SDF
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , voxel_gi_sdf_shader_pipeline ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , uniform_set , 0 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , push_constant , sizeof ( uint32_t ) * 4 ) ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , voxel_gi - > octree_size . x / 4 , voxel_gi - > octree_size . y / 4 , voxel_gi - > octree_size . z / 4 ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
RD : : get_singleton ( ) - > free ( uniform_set ) ;
RD : : get_singleton ( ) - > free ( shared_tex ) ;
}
# endif
}
voxel_gi - > version + + ;
voxel_gi - > data_version + + ;
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voxel_gi - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_AABB ) ;
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}
AABB GI : : voxel_gi_get_bounds ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , AABB ( ) ) ;
return voxel_gi - > bounds ;
}
Vector3i GI : : voxel_gi_get_octree_size ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , Vector3i ( ) ) ;
return voxel_gi - > octree_size ;
}
Vector < uint8_t > GI : : voxel_gi_get_octree_cells ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , Vector < uint8_t > ( ) ) ;
if ( voxel_gi - > octree_buffer . is_valid ( ) ) {
return RD : : get_singleton ( ) - > buffer_get_data ( voxel_gi - > octree_buffer ) ;
}
return Vector < uint8_t > ( ) ;
}
Vector < uint8_t > GI : : voxel_gi_get_data_cells ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , Vector < uint8_t > ( ) ) ;
if ( voxel_gi - > data_buffer . is_valid ( ) ) {
return RD : : get_singleton ( ) - > buffer_get_data ( voxel_gi - > data_buffer ) ;
}
return Vector < uint8_t > ( ) ;
}
Vector < uint8_t > GI : : voxel_gi_get_distance_field ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , Vector < uint8_t > ( ) ) ;
if ( voxel_gi - > data_buffer . is_valid ( ) ) {
return RD : : get_singleton ( ) - > texture_get_data ( voxel_gi - > sdf_texture , 0 ) ;
}
return Vector < uint8_t > ( ) ;
}
Vector < int > GI : : voxel_gi_get_level_counts ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , Vector < int > ( ) ) ;
return voxel_gi - > level_counts ;
}
Transform3D GI : : voxel_gi_get_to_cell_xform ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , Transform3D ( ) ) ;
return voxel_gi - > to_cell_xform ;
}
void GI : : voxel_gi_set_dynamic_range ( RID p_voxel_gi , float p_range ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
voxel_gi - > dynamic_range = p_range ;
voxel_gi - > version + + ;
}
float GI : : voxel_gi_get_dynamic_range ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , 0 ) ;
return voxel_gi - > dynamic_range ;
}
void GI : : voxel_gi_set_propagation ( RID p_voxel_gi , float p_range ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
voxel_gi - > propagation = p_range ;
voxel_gi - > version + + ;
}
float GI : : voxel_gi_get_propagation ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , 0 ) ;
return voxel_gi - > propagation ;
}
void GI : : voxel_gi_set_energy ( RID p_voxel_gi , float p_energy ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
voxel_gi - > energy = p_energy ;
}
float GI : : voxel_gi_get_energy ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , 0 ) ;
return voxel_gi - > energy ;
}
void GI : : voxel_gi_set_bias ( RID p_voxel_gi , float p_bias ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
voxel_gi - > bias = p_bias ;
}
float GI : : voxel_gi_get_bias ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , 0 ) ;
return voxel_gi - > bias ;
}
void GI : : voxel_gi_set_normal_bias ( RID p_voxel_gi , float p_normal_bias ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
voxel_gi - > normal_bias = p_normal_bias ;
}
float GI : : voxel_gi_get_normal_bias ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , 0 ) ;
return voxel_gi - > normal_bias ;
}
void GI : : voxel_gi_set_interior ( RID p_voxel_gi , bool p_enable ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
voxel_gi - > interior = p_enable ;
}
void GI : : voxel_gi_set_use_two_bounces ( RID p_voxel_gi , bool p_enable ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
voxel_gi - > use_two_bounces = p_enable ;
voxel_gi - > version + + ;
}
bool GI : : voxel_gi_is_using_two_bounces ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , false ) ;
return voxel_gi - > use_two_bounces ;
}
bool GI : : voxel_gi_is_interior ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , 0 ) ;
return voxel_gi - > interior ;
}
uint32_t GI : : voxel_gi_get_version ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , 0 ) ;
return voxel_gi - > version ;
}
uint32_t GI : : voxel_gi_get_data_version ( RID p_voxel_gi ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , 0 ) ;
return voxel_gi - > data_version ;
}
RID GI : : voxel_gi_get_octree_buffer ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , RID ( ) ) ;
return voxel_gi - > octree_buffer ;
}
RID GI : : voxel_gi_get_data_buffer ( RID p_voxel_gi ) const {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , RID ( ) ) ;
return voxel_gi - > data_buffer ;
}
RID GI : : voxel_gi_get_sdf_texture ( RID p_voxel_gi ) {
VoxelGI * voxel_gi = voxel_gi_owner . get_or_null ( p_voxel_gi ) ;
ERR_FAIL_COND_V ( ! voxel_gi , RID ( ) ) ;
return voxel_gi - > sdf_texture ;
}
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////////////////////////////////////////////////////////////////////////////////
// SDFGI
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void GI : : SDFGI : : create ( RendererSceneEnvironmentRD * p_env , const Vector3 & p_world_position , uint32_t p_requested_history_size , GI * p_gi ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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gi = p_gi ;
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num_cascades = p_env - > sdfgi_cascades ;
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min_cell_size = p_env - > sdfgi_min_cell_size ;
uses_occlusion = p_env - > sdfgi_use_occlusion ;
y_scale_mode = p_env - > sdfgi_y_scale ;
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static const float y_scale [ 3 ] = { 2.0 , 1.5 , 1.0 } ;
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y_mult = y_scale [ y_scale_mode ] ;
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cascades . resize ( num_cascades ) ;
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probe_axis_count = SDFGI : : PROBE_DIVISOR + 1 ;
solid_cell_ratio = gi - > sdfgi_solid_cell_ratio ;
solid_cell_count = uint32_t ( float ( cascade_size * cascade_size * cascade_size ) * solid_cell_ratio ) ;
float base_cell_size = min_cell_size ;
RD : : TextureFormat tf_sdf ;
tf_sdf . format = RD : : DATA_FORMAT_R8_UNORM ;
tf_sdf . width = cascade_size ; // Always 64x64
tf_sdf . height = cascade_size ;
tf_sdf . depth = cascade_size ;
tf_sdf . texture_type = RD : : TEXTURE_TYPE_3D ;
tf_sdf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
{
RD : : TextureFormat tf_render = tf_sdf ;
tf_render . format = RD : : DATA_FORMAT_R16_UINT ;
render_albedo = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_albedo , " VoxelGI Render Albedo " ) ;
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tf_render . format = RD : : DATA_FORMAT_R32_UINT ;
render_emission = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_emission , " VoxelGI Render Emission " ) ;
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render_emission_aniso = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_emission_aniso , " VoxelGI Render Emission Aniso " ) ;
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tf_render . format = RD : : DATA_FORMAT_R8_UNORM ; //at least its easy to visualize
for ( int i = 0 ; i < 8 ; i + + ) {
render_occlusion [ i ] = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_occlusion [ i ] , String ( " VoxelGI Render Occlusion " ) + itos ( i ) ) ;
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}
tf_render . format = RD : : DATA_FORMAT_R32_UINT ;
render_geom_facing = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_geom_facing , " VoxelGI Render Geometry Facing " ) ;
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tf_render . format = RD : : DATA_FORMAT_R8G8B8A8_UINT ;
render_sdf [ 0 ] = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_sdf [ 0 ] , " VoxelGI Render SDF 0 " ) ;
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render_sdf [ 1 ] = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_sdf [ 1 ] , " VoxelGI Render SDF 1 " ) ;
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tf_render . width / = 2 ;
tf_render . height / = 2 ;
tf_render . depth / = 2 ;
render_sdf_half [ 0 ] = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_sdf_half [ 0 ] , " VoxelGI Render SDF Half 0 " ) ;
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render_sdf_half [ 1 ] = RD : : get_singleton ( ) - > texture_create ( tf_render , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( render_sdf_half [ 1 ] , " VoxelGI Render SDF Half 1 " ) ;
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}
RD : : TextureFormat tf_occlusion = tf_sdf ;
tf_occlusion . format = RD : : DATA_FORMAT_R16_UINT ;
tf_occlusion . shareable_formats . push_back ( RD : : DATA_FORMAT_R16_UINT ) ;
tf_occlusion . shareable_formats . push_back ( RD : : DATA_FORMAT_R4G4B4A4_UNORM_PACK16 ) ;
tf_occlusion . depth * = cascades . size ( ) ; //use depth for occlusion slices
tf_occlusion . width * = 2 ; //use width for the other half
RD : : TextureFormat tf_light = tf_sdf ;
tf_light . format = RD : : DATA_FORMAT_R32_UINT ;
tf_light . shareable_formats . push_back ( RD : : DATA_FORMAT_R32_UINT ) ;
tf_light . shareable_formats . push_back ( RD : : DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 ) ;
RD : : TextureFormat tf_aniso0 = tf_sdf ;
tf_aniso0 . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
RD : : TextureFormat tf_aniso1 = tf_sdf ;
tf_aniso1 . format = RD : : DATA_FORMAT_R8G8_UNORM ;
int passes = nearest_shift ( cascade_size ) - 1 ;
//store lightprobe SH
RD : : TextureFormat tf_probes ;
tf_probes . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf_probes . width = probe_axis_count * probe_axis_count ;
tf_probes . height = probe_axis_count * SDFGI : : SH_SIZE ;
tf_probes . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
tf_probes . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
history_size = p_requested_history_size ;
RD : : TextureFormat tf_probe_history = tf_probes ;
tf_probe_history . format = RD : : DATA_FORMAT_R16G16B16A16_SINT ; //signed integer because SH are signed
tf_probe_history . array_layers = history_size ;
RD : : TextureFormat tf_probe_average = tf_probes ;
tf_probe_average . format = RD : : DATA_FORMAT_R32G32B32A32_SINT ; //signed integer because SH are signed
tf_probe_average . texture_type = RD : : TEXTURE_TYPE_2D ;
lightprobe_history_scroll = RD : : get_singleton ( ) - > texture_create ( tf_probe_history , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( lightprobe_history_scroll , " VoxelGI LightProbe History Scroll " ) ;
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lightprobe_average_scroll = RD : : get_singleton ( ) - > texture_create ( tf_probe_average , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( lightprobe_average_scroll , " VoxelGI LightProbe Average Scroll " ) ;
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{
//octahedral lightprobes
RD : : TextureFormat tf_octprobes = tf_probes ;
tf_octprobes . array_layers = cascades . size ( ) * 2 ;
tf_octprobes . format = RD : : DATA_FORMAT_R32_UINT ; //pack well with RGBE
tf_octprobes . width = probe_axis_count * probe_axis_count * ( SDFGI : : LIGHTPROBE_OCT_SIZE + 2 ) ;
tf_octprobes . height = probe_axis_count * ( SDFGI : : LIGHTPROBE_OCT_SIZE + 2 ) ;
tf_octprobes . shareable_formats . push_back ( RD : : DATA_FORMAT_R32_UINT ) ;
tf_octprobes . shareable_formats . push_back ( RD : : DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 ) ;
//lightprobe texture is an octahedral texture
lightprobe_data = RD : : get_singleton ( ) - > texture_create ( tf_octprobes , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( lightprobe_data , " VoxelGI LightProbe Data " ) ;
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RD : : TextureView tv ;
tv . format_override = RD : : DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 ;
lightprobe_texture = RD : : get_singleton ( ) - > texture_create_shared ( tv , lightprobe_data ) ;
//texture handling ambient data, to integrate with volumetric foc
RD : : TextureFormat tf_ambient = tf_probes ;
tf_ambient . array_layers = cascades . size ( ) ;
tf_ambient . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ; //pack well with RGBE
tf_ambient . width = probe_axis_count * probe_axis_count ;
tf_ambient . height = probe_axis_count ;
tf_ambient . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
//lightprobe texture is an octahedral texture
ambient_texture = RD : : get_singleton ( ) - > texture_create ( tf_ambient , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( ambient_texture , " VoxelGI Ambient Texture " ) ;
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}
cascades_ubo = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SDFGI : : Cascade : : UBO ) * SDFGI : : MAX_CASCADES ) ;
occlusion_data = RD : : get_singleton ( ) - > texture_create ( tf_occlusion , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( occlusion_data , " VoxelGI Occlusion Data " ) ;
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{
RD : : TextureView tv ;
tv . format_override = RD : : DATA_FORMAT_R4G4B4A4_UNORM_PACK16 ;
occlusion_texture = RD : : get_singleton ( ) - > texture_create_shared ( tv , occlusion_data ) ;
}
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
SDFGI : : Cascade & cascade = cascades [ i ] ;
/* 3D Textures */
cascade . sdf_tex = RD : : get_singleton ( ) - > texture_create ( tf_sdf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( cascade . sdf_tex , " VoxelGI Cascade SDF Texture " ) ;
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cascade . light_data = RD : : get_singleton ( ) - > texture_create ( tf_light , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( cascade . light_data , " VoxelGI Cascade Light Data " ) ;
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cascade . light_aniso_0_tex = RD : : get_singleton ( ) - > texture_create ( tf_aniso0 , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( cascade . light_aniso_0_tex , " VoxelGI Cascade Light Aniso 0 Texture " ) ;
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cascade . light_aniso_1_tex = RD : : get_singleton ( ) - > texture_create ( tf_aniso1 , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( cascade . light_aniso_1_tex , " VoxelGI Cascade Light Aniso 1 Texture " ) ;
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{
RD : : TextureView tv ;
tv . format_override = RD : : DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 ;
cascade . light_tex = RD : : get_singleton ( ) - > texture_create_shared ( tv , cascade . light_data ) ;
RD : : get_singleton ( ) - > texture_clear ( cascade . light_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
RD : : get_singleton ( ) - > texture_clear ( cascade . light_aniso_0_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
RD : : get_singleton ( ) - > texture_clear ( cascade . light_aniso_1_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
}
cascade . cell_size = base_cell_size ;
Vector3 world_position = p_world_position ;
world_position . y * = y_mult ;
int32_t probe_cells = cascade_size / SDFGI : : PROBE_DIVISOR ;
Vector3 probe_size = Vector3 ( 1 , 1 , 1 ) * cascade . cell_size * probe_cells ;
Vector3i probe_pos = Vector3i ( ( world_position / probe_size + Vector3 ( 0.5 , 0.5 , 0.5 ) ) . floor ( ) ) ;
cascade . position = probe_pos * probe_cells ;
cascade . dirty_regions = SDFGI : : Cascade : : DIRTY_ALL ;
base_cell_size * = 2.0 ;
/* Probe History */
cascade . lightprobe_history_tex = RD : : get_singleton ( ) - > texture_create ( tf_probe_history , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( cascade . lightprobe_history_tex , " VoxelGI Cascade LightProbe History Texture " ) ;
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RD : : get_singleton ( ) - > texture_clear ( cascade . lightprobe_history_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , tf_probe_history . array_layers ) ; //needs to be cleared for average to work
cascade . lightprobe_average_tex = RD : : get_singleton ( ) - > texture_create ( tf_probe_average , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( cascade . lightprobe_average_tex , " VoxelGI Cascade LightProbe Average Texture " ) ;
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RD : : get_singleton ( ) - > texture_clear ( cascade . lightprobe_average_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ; //needs to be cleared for average to work
/* Buffers */
cascade . solid_cell_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( SDFGI : : Cascade : : SolidCell ) * solid_cell_count ) ;
cascade . solid_cell_dispatch_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( uint32_t ) * 4 , Vector < uint8_t > ( ) , RD : : STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT ) ;
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cascade . lights_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( SDFGIShader : : Light ) * MAX ( SDFGI : : MAX_STATIC_LIGHTS , SDFGI : : MAX_DYNAMIC_LIGHTS ) ) ;
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{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . append_id ( render_sdf [ ( passes & 1 ) ? 1 : 0 ] ) ; //if passes are even, we read from buffer 0, else we read from buffer 1
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( render_albedo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 3 ;
for ( int j = 0 ; j < 8 ; j + + ) {
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u . append_id ( render_occlusion [ j ] ) ;
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}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 4 ;
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u . append_id ( render_emission ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 5 ;
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u . append_id ( render_emission_aniso ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 6 ;
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u . append_id ( render_geom_facing ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 7 ;
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u . append_id ( cascade . sdf_tex ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 8 ;
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u . append_id ( occlusion_data ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 10 ;
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u . append_id ( cascade . solid_cell_dispatch_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 11 ;
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u . append_id ( cascade . solid_cell_buffer ) ;
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uniforms . push_back ( u ) ;
}
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cascade . sdf_store_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_STORE ) , 0 ) ;
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}
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . append_id ( render_albedo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( render_geom_facing ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 3 ;
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u . append_id ( render_emission ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 4 ;
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u . append_id ( render_emission_aniso ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 5 ;
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u . append_id ( cascade . solid_cell_dispatch_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 6 ;
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u . append_id ( cascade . solid_cell_buffer ) ;
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uniforms . push_back ( u ) ;
}
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cascade . scroll_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_SCROLL ) , 0 ) ;
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}
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
for ( int j = 0 ; j < 8 ; j + + ) {
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u . append_id ( render_occlusion [ j ] ) ;
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}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( occlusion_data ) ;
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uniforms . push_back ( u ) ;
}
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cascade . scroll_occlusion_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_SCROLL_OCCLUSION ) , 0 ) ;
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}
}
//direct light
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
SDFGI : : Cascade & cascade = cascades [ i ] ;
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 1 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( j < cascades . size ( ) ) {
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u . append_id ( cascades [ j ] . sdf_tex ) ;
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} else {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . append_id ( cascade . solid_cell_dispatch_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . append_id ( cascade . solid_cell_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 5 ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . append_id ( cascade . light_data ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 6 ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . append_id ( cascade . light_aniso_0_tex ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 7 ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . append_id ( cascade . light_aniso_1_tex ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 8 ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . append_id ( cascades_ubo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 9 ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . append_id ( cascade . lights_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 10 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . append_id ( lightprobe_texture ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 11 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . append_id ( occlusion_texture ) ;
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uniforms . push_back ( u ) ;
}
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cascade . sdf_direct_light_static_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . direct_light . version_get_shader ( gi - > sdfgi_shader . direct_light_shader , SDFGIShader : : DIRECT_LIGHT_MODE_STATIC ) , 0 ) ;
cascade . sdf_direct_light_dynamic_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . direct_light . version_get_shader ( gi - > sdfgi_shader . direct_light_shader , SDFGIShader : : DIRECT_LIGHT_MODE_DYNAMIC ) , 0 ) ;
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}
//preprocess initialize uniform set
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . append_id ( render_albedo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( render_sdf [ 0 ] ) ;
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uniforms . push_back ( u ) ;
}
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sdf_initialize_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_INITIALIZE ) , 0 ) ;
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}
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . append_id ( render_albedo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( render_sdf_half [ 0 ] ) ;
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uniforms . push_back ( u ) ;
}
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sdf_initialize_half_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF ) , 0 ) ;
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}
//jump flood uniform set
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . append_id ( render_sdf [ 0 ] ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( render_sdf [ 1 ] ) ;
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uniforms . push_back ( u ) ;
}
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jump_flood_uniform_set [ 0 ] = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_JUMP_FLOOD ) , 0 ) ;
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RID aux0 = uniforms . write [ 0 ] . get_id ( 0 ) ;
RID aux1 = uniforms . write [ 1 ] . get_id ( 0 ) ;
uniforms . write [ 0 ] . set_id ( 0 , aux1 ) ;
uniforms . write [ 1 ] . set_id ( 0 , aux0 ) ;
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jump_flood_uniform_set [ 1 ] = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_JUMP_FLOOD ) , 0 ) ;
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}
//jump flood half uniform set
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . append_id ( render_sdf_half [ 0 ] ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( render_sdf_half [ 1 ] ) ;
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uniforms . push_back ( u ) ;
}
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jump_flood_half_uniform_set [ 0 ] = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_JUMP_FLOOD ) , 0 ) ;
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RID aux0 = uniforms . write [ 0 ] . get_id ( 0 ) ;
RID aux1 = uniforms . write [ 1 ] . get_id ( 0 ) ;
uniforms . write [ 0 ] . set_id ( 0 , aux1 ) ;
uniforms . write [ 1 ] . set_id ( 0 , aux0 ) ;
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jump_flood_half_uniform_set [ 1 ] = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_JUMP_FLOOD ) , 0 ) ;
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}
//upscale half size sdf
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . append_id ( render_albedo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( render_sdf_half [ ( passes & 1 ) ? 0 : 1 ] ) ; //reverse pass order because half size
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 3 ;
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u . append_id ( render_sdf [ ( passes & 1 ) ? 0 : 1 ] ) ; //reverse pass order because it needs an extra JFA pass
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uniforms . push_back ( u ) ;
}
upscale_jfa_uniform_set_index = ( passes & 1 ) ? 0 : 1 ;
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sdf_upscale_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_UPSCALE ) , 0 ) ;
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}
//occlusion uniform set
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
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u . append_id ( render_albedo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
for ( int i = 0 ; i < 8 ; i + + ) {
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u . append_id ( render_occlusion [ i ] ) ;
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}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 3 ;
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u . append_id ( render_geom_facing ) ;
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uniforms . push_back ( u ) ;
}
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occlusion_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . preprocess . version_get_shader ( gi - > sdfgi_shader . preprocess_shader , SDFGIShader : : PRE_PROCESS_OCCLUSION ) , 0 ) ;
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}
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
//integrate uniform
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 1 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( j < cascades . size ( ) ) {
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u . append_id ( cascades [ j ] . sdf_tex ) ;
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} else {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( j < cascades . size ( ) ) {
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u . append_id ( cascades [ j ] . light_tex ) ;
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} else {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( j < cascades . size ( ) ) {
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u . append_id ( cascades [ j ] . light_aniso_0_tex ) ;
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} else {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( j < cascades . size ( ) ) {
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u . append_id ( cascades [ j ] . light_aniso_1_tex ) ;
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} else {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 6 ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 7 ;
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u . append_id ( cascades_ubo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 8 ;
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u . append_id ( lightprobe_data ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 9 ;
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u . append_id ( cascades [ i ] . lightprobe_history_tex ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 10 ;
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u . append_id ( cascades [ i ] . lightprobe_average_tex ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 11 ;
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u . append_id ( lightprobe_history_scroll ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 12 ;
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u . append_id ( lightprobe_average_scroll ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 13 ;
RID parent_average ;
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if ( cascades . size ( ) = = 1 ) {
// If there is only one SDFGI cascade, we can't use the previous cascade for blending.
parent_average = cascades [ i ] . lightprobe_average_tex ;
} else if ( i < cascades . size ( ) - 1 ) {
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parent_average = cascades [ i + 1 ] . lightprobe_average_tex ;
} else {
parent_average = cascades [ i - 1 ] . lightprobe_average_tex ; //to use something, but it won't be used
}
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u . append_id ( parent_average ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 14 ;
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u . append_id ( ambient_texture ) ;
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uniforms . push_back ( u ) ;
}
cascades [ i ] . integrate_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . integrate . version_get_shader ( gi - > sdfgi_shader . integrate_shader , 0 ) , 0 ) ;
}
bounce_feedback = p_env - > sdfgi_bounce_feedback ;
energy = p_env - > sdfgi_energy ;
normal_bias = p_env - > sdfgi_normal_bias ;
probe_bias = p_env - > sdfgi_probe_bias ;
reads_sky = p_env - > sdfgi_read_sky_light ;
}
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void GI : : SDFGI : : erase ( ) {
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for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
const SDFGI : : Cascade & c = cascades [ i ] ;
RD : : get_singleton ( ) - > free ( c . light_data ) ;
RD : : get_singleton ( ) - > free ( c . light_aniso_0_tex ) ;
RD : : get_singleton ( ) - > free ( c . light_aniso_1_tex ) ;
RD : : get_singleton ( ) - > free ( c . sdf_tex ) ;
RD : : get_singleton ( ) - > free ( c . solid_cell_dispatch_buffer ) ;
RD : : get_singleton ( ) - > free ( c . solid_cell_buffer ) ;
RD : : get_singleton ( ) - > free ( c . lightprobe_history_tex ) ;
RD : : get_singleton ( ) - > free ( c . lightprobe_average_tex ) ;
RD : : get_singleton ( ) - > free ( c . lights_buffer ) ;
}
RD : : get_singleton ( ) - > free ( render_albedo ) ;
RD : : get_singleton ( ) - > free ( render_emission ) ;
RD : : get_singleton ( ) - > free ( render_emission_aniso ) ;
RD : : get_singleton ( ) - > free ( render_sdf [ 0 ] ) ;
RD : : get_singleton ( ) - > free ( render_sdf [ 1 ] ) ;
RD : : get_singleton ( ) - > free ( render_sdf_half [ 0 ] ) ;
RD : : get_singleton ( ) - > free ( render_sdf_half [ 1 ] ) ;
for ( int i = 0 ; i < 8 ; i + + ) {
RD : : get_singleton ( ) - > free ( render_occlusion [ i ] ) ;
}
RD : : get_singleton ( ) - > free ( render_geom_facing ) ;
RD : : get_singleton ( ) - > free ( lightprobe_data ) ;
RD : : get_singleton ( ) - > free ( lightprobe_history_scroll ) ;
RD : : get_singleton ( ) - > free ( occlusion_data ) ;
RD : : get_singleton ( ) - > free ( ambient_texture ) ;
RD : : get_singleton ( ) - > free ( cascades_ubo ) ;
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for ( uint32_t v = 0 ; v < RendererSceneRender : : MAX_RENDER_VIEWS ; v + + ) {
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( debug_uniform_set [ v ] ) ) {
RD : : get_singleton ( ) - > free ( debug_uniform_set [ v ] ) ;
}
debug_uniform_set [ v ] = RID ( ) ;
}
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( debug_probes_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( debug_probes_uniform_set ) ;
}
debug_probes_uniform_set = RID ( ) ;
if ( debug_probes_scene_data_ubo . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( debug_probes_scene_data_ubo ) ;
debug_probes_scene_data_ubo = RID ( ) ;
}
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}
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void GI : : SDFGI : : update ( RendererSceneEnvironmentRD * p_env , const Vector3 & p_world_position ) {
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bounce_feedback = p_env - > sdfgi_bounce_feedback ;
energy = p_env - > sdfgi_energy ;
normal_bias = p_env - > sdfgi_normal_bias ;
probe_bias = p_env - > sdfgi_probe_bias ;
reads_sky = p_env - > sdfgi_read_sky_light ;
int32_t drag_margin = ( cascade_size / SDFGI : : PROBE_DIVISOR ) / 2 ;
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
SDFGI : : Cascade & cascade = cascades [ i ] ;
cascade . dirty_regions = Vector3i ( ) ;
Vector3 probe_half_size = Vector3 ( 1 , 1 , 1 ) * cascade . cell_size * float ( cascade_size / SDFGI : : PROBE_DIVISOR ) * 0.5 ;
probe_half_size = Vector3 ( 0 , 0 , 0 ) ;
Vector3 world_position = p_world_position ;
world_position . y * = y_mult ;
Vector3i pos_in_cascade = Vector3i ( ( world_position + probe_half_size ) / cascade . cell_size ) ;
for ( int j = 0 ; j < 3 ; j + + ) {
if ( pos_in_cascade [ j ] < cascade . position [ j ] ) {
while ( pos_in_cascade [ j ] < ( cascade . position [ j ] - drag_margin ) ) {
cascade . position [ j ] - = drag_margin * 2 ;
cascade . dirty_regions [ j ] + = drag_margin * 2 ;
}
} else if ( pos_in_cascade [ j ] > cascade . position [ j ] ) {
while ( pos_in_cascade [ j ] > ( cascade . position [ j ] + drag_margin ) ) {
cascade . position [ j ] + = drag_margin * 2 ;
cascade . dirty_regions [ j ] - = drag_margin * 2 ;
}
}
if ( cascade . dirty_regions [ j ] = = 0 ) {
continue ; // not dirty
} else if ( uint32_t ( ABS ( cascade . dirty_regions [ j ] ) ) > = cascade_size ) {
//moved too much, just redraw everything (make all dirty)
cascade . dirty_regions = SDFGI : : Cascade : : DIRTY_ALL ;
break ;
}
}
if ( cascade . dirty_regions ! = Vector3i ( ) & & cascade . dirty_regions ! = SDFGI : : Cascade : : DIRTY_ALL ) {
//see how much the total dirty volume represents from the total volume
uint32_t total_volume = cascade_size * cascade_size * cascade_size ;
uint32_t safe_volume = 1 ;
for ( int j = 0 ; j < 3 ; j + + ) {
safe_volume * = cascade_size - ABS ( cascade . dirty_regions [ j ] ) ;
}
uint32_t dirty_volume = total_volume - safe_volume ;
if ( dirty_volume > ( safe_volume / 2 ) ) {
//more than half the volume is dirty, make all dirty so its only rendered once
cascade . dirty_regions = SDFGI : : Cascade : : DIRTY_ALL ;
}
}
}
}
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void GI : : SDFGI : : update_light ( ) {
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RD : : get_singleton ( ) - > draw_command_begin_label ( " SDFGI Update dynamic Light " ) ;
/* Update dynamic light */
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . direct_light_pipeline [ SDFGIShader : : DIRECT_LIGHT_MODE_DYNAMIC ] ) ;
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SDFGIShader : : DirectLightPushConstant push_constant ;
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push_constant . grid_size [ 0 ] = cascade_size ;
push_constant . grid_size [ 1 ] = cascade_size ;
push_constant . grid_size [ 2 ] = cascade_size ;
push_constant . max_cascades = cascades . size ( ) ;
push_constant . probe_axis_size = probe_axis_count ;
push_constant . bounce_feedback = bounce_feedback ;
push_constant . y_mult = y_mult ;
push_constant . use_occlusion = uses_occlusion ;
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
SDFGI : : Cascade & cascade = cascades [ i ] ;
push_constant . light_count = cascade_dynamic_light_count [ i ] ;
push_constant . cascade = i ;
if ( cascades [ i ] . all_dynamic_lights_dirty | | gi - > sdfgi_frames_to_update_light = = RS : : ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME ) {
push_constant . process_offset = 0 ;
push_constant . process_increment = 1 ;
} else {
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static const uint32_t frames_to_update_table [ RS : : ENV_SDFGI_UPDATE_LIGHT_MAX ] = {
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1 , 2 , 4 , 8 , 16
} ;
uint32_t frames_to_update = frames_to_update_table [ gi - > sdfgi_frames_to_update_light ] ;
push_constant . process_offset = RSG : : rasterizer - > get_frame_number ( ) % frames_to_update ;
push_constant . process_increment = frames_to_update ;
}
cascades [ i ] . all_dynamic_lights_dirty = false ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascade . sdf_direct_light_dynamic_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : DirectLightPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_indirect ( compute_list , cascade . solid_cell_dispatch_buffer , 0 ) ;
}
RD : : get_singleton ( ) - > compute_list_end ( RD : : BARRIER_MASK_COMPUTE ) ;
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
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void GI : : SDFGI : : update_probes ( RendererSceneEnvironmentRD * p_env , RendererSceneSkyRD : : Sky * p_sky ) {
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RD : : get_singleton ( ) - > draw_command_begin_label ( " SDFGI Update Probes " ) ;
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SDFGIShader : : IntegratePushConstant push_constant ;
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push_constant . grid_size [ 1 ] = cascade_size ;
push_constant . grid_size [ 2 ] = cascade_size ;
push_constant . grid_size [ 0 ] = cascade_size ;
push_constant . max_cascades = cascades . size ( ) ;
push_constant . probe_axis_size = probe_axis_count ;
push_constant . history_index = render_pass % history_size ;
push_constant . history_size = history_size ;
static const uint32_t ray_count [ RS : : ENV_SDFGI_RAY_COUNT_MAX ] = { 4 , 8 , 16 , 32 , 64 , 96 , 128 } ;
push_constant . ray_count = ray_count [ gi - > sdfgi_ray_count ] ;
push_constant . ray_bias = probe_bias ;
push_constant . image_size [ 0 ] = probe_axis_count * probe_axis_count ;
push_constant . image_size [ 1 ] = probe_axis_count ;
push_constant . store_ambient_texture = p_env - > volumetric_fog_enabled ;
RID sky_uniform_set = gi - > sdfgi_shader . integrate_default_sky_uniform_set ;
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push_constant . sky_mode = SDFGIShader : : IntegratePushConstant : : SKY_MODE_DISABLED ;
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push_constant . y_mult = y_mult ;
if ( reads_sky & & p_env ) {
push_constant . sky_energy = p_env - > bg_energy ;
if ( p_env - > background = = RS : : ENV_BG_CLEAR_COLOR ) {
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push_constant . sky_mode = SDFGIShader : : IntegratePushConstant : : SKY_MODE_COLOR ;
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Color c = RSG : : texture_storage - > get_default_clear_color ( ) . srgb_to_linear ( ) ;
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push_constant . sky_color [ 0 ] = c . r ;
push_constant . sky_color [ 1 ] = c . g ;
push_constant . sky_color [ 2 ] = c . b ;
} else if ( p_env - > background = = RS : : ENV_BG_COLOR ) {
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push_constant . sky_mode = SDFGIShader : : IntegratePushConstant : : SKY_MODE_COLOR ;
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Color c = p_env - > bg_color ;
push_constant . sky_color [ 0 ] = c . r ;
push_constant . sky_color [ 1 ] = c . g ;
push_constant . sky_color [ 2 ] = c . b ;
} else if ( p_env - > background = = RS : : ENV_BG_SKY ) {
if ( p_sky & & p_sky - > radiance . is_valid ( ) ) {
if ( integrate_sky_uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( integrate_sky_uniform_set ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 0 ;
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u . append_id ( p_sky - > radiance ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 1 ;
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u . append_id ( RendererRD : : MaterialStorage : : get_singleton ( ) - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
integrate_sky_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . integrate . version_get_shader ( gi - > sdfgi_shader . integrate_shader , 0 ) , 1 ) ;
}
sky_uniform_set = integrate_sky_uniform_set ;
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push_constant . sky_mode = SDFGIShader : : IntegratePushConstant : : SKY_MODE_SKY ;
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}
}
}
render_pass + + ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( true ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . integrate_pipeline [ SDFGIShader : : INTEGRATE_MODE_PROCESS ] ) ;
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int32_t probe_divisor = cascade_size / SDFGI : : PROBE_DIVISOR ;
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
push_constant . cascade = i ;
push_constant . world_offset [ 0 ] = cascades [ i ] . position . x / probe_divisor ;
push_constant . world_offset [ 1 ] = cascades [ i ] . position . y / probe_divisor ;
push_constant . world_offset [ 2 ] = cascades [ i ] . position . z / probe_divisor ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascades [ i ] . integrate_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , sky_uniform_set , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : IntegratePushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , probe_axis_count * probe_axis_count , probe_axis_count , 1 ) ;
}
//end later after raster to avoid barriering on layout changes
//RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
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void GI : : SDFGI : : store_probes ( ) {
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RD : : get_singleton ( ) - > barrier ( RD : : BARRIER_MASK_COMPUTE , RD : : BARRIER_MASK_COMPUTE ) ;
RD : : get_singleton ( ) - > draw_command_begin_label ( " SDFGI Store Probes " ) ;
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SDFGIShader : : IntegratePushConstant push_constant ;
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push_constant . grid_size [ 1 ] = cascade_size ;
push_constant . grid_size [ 2 ] = cascade_size ;
push_constant . grid_size [ 0 ] = cascade_size ;
push_constant . max_cascades = cascades . size ( ) ;
push_constant . probe_axis_size = probe_axis_count ;
push_constant . history_index = render_pass % history_size ;
push_constant . history_size = history_size ;
static const uint32_t ray_count [ RS : : ENV_SDFGI_RAY_COUNT_MAX ] = { 4 , 8 , 16 , 32 , 64 , 96 , 128 } ;
push_constant . ray_count = ray_count [ gi - > sdfgi_ray_count ] ;
push_constant . ray_bias = probe_bias ;
push_constant . image_size [ 0 ] = probe_axis_count * probe_axis_count ;
push_constant . image_size [ 1 ] = probe_axis_count ;
push_constant . store_ambient_texture = false ;
push_constant . sky_mode = 0 ;
push_constant . y_mult = y_mult ;
// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
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RENDER_TIMESTAMP ( " Average SDFGI Probes " ) ;
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . integrate_pipeline [ SDFGIShader : : INTEGRATE_MODE_STORE ] ) ;
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//convert to octahedral to store
push_constant . image_size [ 0 ] * = SDFGI : : LIGHTPROBE_OCT_SIZE ;
push_constant . image_size [ 1 ] * = SDFGI : : LIGHTPROBE_OCT_SIZE ;
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
push_constant . cascade = i ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascades [ i ] . integrate_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , gi - > sdfgi_shader . integrate_default_sky_uniform_set , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : IntegratePushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , probe_axis_count * probe_axis_count * SDFGI : : LIGHTPROBE_OCT_SIZE , probe_axis_count * SDFGI : : LIGHTPROBE_OCT_SIZE , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_end ( RD : : BARRIER_MASK_COMPUTE ) ;
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
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int GI : : SDFGI : : get_pending_region_data ( int p_region , Vector3i & r_local_offset , Vector3i & r_local_size , AABB & r_bounds ) const {
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int dirty_count = 0 ;
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
const SDFGI : : Cascade & c = cascades [ i ] ;
if ( c . dirty_regions = = SDFGI : : Cascade : : DIRTY_ALL ) {
if ( dirty_count = = p_region ) {
r_local_offset = Vector3i ( ) ;
r_local_size = Vector3i ( 1 , 1 , 1 ) * cascade_size ;
r_bounds . position = Vector3 ( ( Vector3i ( 1 , 1 , 1 ) * - int32_t ( cascade_size > > 1 ) + c . position ) ) * c . cell_size * Vector3 ( 1 , 1.0 / y_mult , 1 ) ;
r_bounds . size = Vector3 ( r_local_size ) * c . cell_size * Vector3 ( 1 , 1.0 / y_mult , 1 ) ;
return i ;
}
dirty_count + + ;
} else {
for ( int j = 0 ; j < 3 ; j + + ) {
if ( c . dirty_regions [ j ] ! = 0 ) {
if ( dirty_count = = p_region ) {
Vector3i from = Vector3i ( 0 , 0 , 0 ) ;
Vector3i to = Vector3i ( 1 , 1 , 1 ) * cascade_size ;
if ( c . dirty_regions [ j ] > 0 ) {
//fill from the beginning
to [ j ] = c . dirty_regions [ j ] ;
} else {
//fill from the end
from [ j ] = to [ j ] + c . dirty_regions [ j ] ;
}
for ( int k = 0 ; k < j ; k + + ) {
// "chip" away previous regions to avoid re-voxelizing the same thing
if ( c . dirty_regions [ k ] > 0 ) {
from [ k ] + = c . dirty_regions [ k ] ;
} else if ( c . dirty_regions [ k ] < 0 ) {
to [ k ] + = c . dirty_regions [ k ] ;
}
}
r_local_offset = from ;
r_local_size = to - from ;
r_bounds . position = Vector3 ( from + Vector3i ( 1 , 1 , 1 ) * - int32_t ( cascade_size > > 1 ) + c . position ) * c . cell_size * Vector3 ( 1 , 1.0 / y_mult , 1 ) ;
r_bounds . size = Vector3 ( r_local_size ) * c . cell_size * Vector3 ( 1 , 1.0 / y_mult , 1 ) ;
return i ;
}
dirty_count + + ;
}
}
}
}
return - 1 ;
}
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void GI : : SDFGI : : update_cascades ( ) {
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//update cascades
SDFGI : : Cascade : : UBO cascade_data [ SDFGI : : MAX_CASCADES ] ;
int32_t probe_divisor = cascade_size / SDFGI : : PROBE_DIVISOR ;
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
Vector3 pos = Vector3 ( ( Vector3i ( 1 , 1 , 1 ) * - int32_t ( cascade_size > > 1 ) + cascades [ i ] . position ) ) * cascades [ i ] . cell_size ;
cascade_data [ i ] . offset [ 0 ] = pos . x ;
cascade_data [ i ] . offset [ 1 ] = pos . y ;
cascade_data [ i ] . offset [ 2 ] = pos . z ;
cascade_data [ i ] . to_cell = 1.0 / cascades [ i ] . cell_size ;
cascade_data [ i ] . probe_offset [ 0 ] = cascades [ i ] . position . x / probe_divisor ;
cascade_data [ i ] . probe_offset [ 1 ] = cascades [ i ] . position . y / probe_divisor ;
cascade_data [ i ] . probe_offset [ 2 ] = cascades [ i ] . position . z / probe_divisor ;
cascade_data [ i ] . pad = 0 ;
}
RD : : get_singleton ( ) - > buffer_update ( cascades_ubo , 0 , sizeof ( SDFGI : : Cascade : : UBO ) * SDFGI : : MAX_CASCADES , cascade_data , RD : : BARRIER_MASK_COMPUTE ) ;
}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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void GI : : SDFGI : : debug_draw ( uint32_t p_view_count , const Projection * p_projections , const Transform3D & p_transform , int p_width , int p_height , RID p_render_target , RID p_texture , const Vector < RID > & p_texture_views ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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RendererRD : : CopyEffects * copy_effects = RendererRD : : CopyEffects : : get_singleton ( ) ;
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for ( uint32_t v = 0 ; v < p_view_count ; v + + ) {
if ( ! debug_uniform_set [ v ] . is_valid ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( debug_uniform_set [ v ] ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 1 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t i = 0 ; i < SDFGI : : MAX_CASCADES ; i + + ) {
if ( i < cascades . size ( ) ) {
u . append_id ( cascades [ i ] . sdf_tex ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
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}
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uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . binding = 2 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t i = 0 ; i < SDFGI : : MAX_CASCADES ; i + + ) {
if ( i < cascades . size ( ) ) {
u . append_id ( cascades [ i ] . light_tex ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
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}
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uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . binding = 3 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t i = 0 ; i < SDFGI : : MAX_CASCADES ; i + + ) {
if ( i < cascades . size ( ) ) {
u . append_id ( cascades [ i ] . light_aniso_0_tex ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
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}
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uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . binding = 4 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t i = 0 ; i < SDFGI : : MAX_CASCADES ; i + + ) {
if ( i < cascades . size ( ) ) {
u . append_id ( cascades [ i ] . light_aniso_1_tex ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
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}
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uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . binding = 5 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . append_id ( occlusion_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 8 ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 9 ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . append_id ( cascades_ubo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 10 ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . append_id ( p_texture_views [ v ] ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 11 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . append_id ( lightprobe_texture ) ;
uniforms . push_back ( u ) ;
}
debug_uniform_set [ v ] = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . debug_shader_version , 0 ) ;
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}
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . debug_pipeline ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , debug_uniform_set [ v ] , 0 ) ;
SDFGIShader : : DebugPushConstant push_constant ;
push_constant . grid_size [ 0 ] = cascade_size ;
push_constant . grid_size [ 1 ] = cascade_size ;
push_constant . grid_size [ 2 ] = cascade_size ;
push_constant . max_cascades = cascades . size ( ) ;
push_constant . screen_size [ 0 ] = p_width ;
push_constant . screen_size [ 1 ] = p_height ;
push_constant . probe_axis_size = probe_axis_count ;
push_constant . use_occlusion = uses_occlusion ;
push_constant . y_mult = y_mult ;
push_constant . z_near = - p_projections [ v ] . get_z_near ( ) ;
push_constant . cam_transform [ 0 ] = p_transform . basis . rows [ 0 ] [ 0 ] ;
push_constant . cam_transform [ 1 ] = p_transform . basis . rows [ 1 ] [ 0 ] ;
push_constant . cam_transform [ 2 ] = p_transform . basis . rows [ 2 ] [ 0 ] ;
push_constant . cam_transform [ 3 ] = 0 ;
push_constant . cam_transform [ 4 ] = p_transform . basis . rows [ 0 ] [ 1 ] ;
push_constant . cam_transform [ 5 ] = p_transform . basis . rows [ 1 ] [ 1 ] ;
push_constant . cam_transform [ 6 ] = p_transform . basis . rows [ 2 ] [ 1 ] ;
push_constant . cam_transform [ 7 ] = 0 ;
push_constant . cam_transform [ 8 ] = p_transform . basis . rows [ 0 ] [ 2 ] ;
push_constant . cam_transform [ 9 ] = p_transform . basis . rows [ 1 ] [ 2 ] ;
push_constant . cam_transform [ 10 ] = p_transform . basis . rows [ 2 ] [ 2 ] ;
push_constant . cam_transform [ 11 ] = 0 ;
push_constant . cam_transform [ 12 ] = p_transform . origin . x ;
push_constant . cam_transform [ 13 ] = p_transform . origin . y ;
push_constant . cam_transform [ 14 ] = p_transform . origin . z ;
push_constant . cam_transform [ 15 ] = 1 ;
// need to properly unproject for asymmetric projection matrices in stereo..
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Projection inv_projection = p_projections [ v ] . inverse ( ) ;
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for ( int i = 0 ; i < 4 ; i + + ) {
for ( int j = 0 ; j < 4 ; j + + ) {
push_constant . inv_projection [ i * 4 + j ] = inv_projection . matrix [ i ] [ j ] ;
}
}
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : DebugPushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , p_width , p_height , 1 ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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Size2 rtsize = texture_storage - > render_target_get_size ( p_render_target ) ;
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copy_effects - > copy_to_fb_rect ( p_texture , texture_storage - > render_target_get_rd_framebuffer ( p_render_target ) , Rect2 ( Vector2 ( ) , rtsize ) , true , false , false , false , RID ( ) , p_view_count > 1 ) ;
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}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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void GI : : SDFGI : : debug_probes ( RID p_framebuffer , const uint32_t p_view_count , const Projection * p_camera_with_transforms , bool p_will_continue_color , bool p_will_continue_depth ) {
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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// setup scene data
{
SDFGIShader : : DebugProbesSceneData scene_data ;
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if ( debug_probes_scene_data_ubo . is_null ( ) ) {
debug_probes_scene_data_ubo = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SDFGIShader : : DebugProbesSceneData ) ) ;
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}
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for ( uint32_t v = 0 ; v < p_view_count ; v + + ) {
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RendererRD : : MaterialStorage : : store_camera ( p_camera_with_transforms [ v ] , scene_data . projection [ v ] ) ;
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}
RD : : get_singleton ( ) - > buffer_update ( debug_probes_scene_data_ubo , 0 , sizeof ( SDFGIShader : : DebugProbesSceneData ) , & scene_data , RD : : BARRIER_MASK_RASTER ) ;
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}
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// setup push constant
SDFGIShader : : DebugProbesPushConstant push_constant ;
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//gen spheres from strips
uint32_t band_points = 16 ;
push_constant . band_power = 4 ;
push_constant . sections_in_band = ( ( band_points / 2 ) - 1 ) ;
push_constant . band_mask = band_points - 2 ;
push_constant . section_arc = Math_TAU / float ( push_constant . sections_in_band ) ;
push_constant . y_mult = y_mult ;
uint32_t total_points = push_constant . sections_in_band * band_points ;
uint32_t total_probes = probe_axis_count * probe_axis_count * probe_axis_count ;
push_constant . grid_size [ 0 ] = cascade_size ;
push_constant . grid_size [ 1 ] = cascade_size ;
push_constant . grid_size [ 2 ] = cascade_size ;
push_constant . cascade = 0 ;
push_constant . probe_axis_size = probe_axis_count ;
if ( ! debug_probes_uniform_set . is_valid ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( debug_probes_uniform_set ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 1 ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . append_id ( cascades_ubo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . append_id ( lightprobe_texture ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . append_id ( occlusion_texture ) ;
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uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
u . binding = 5 ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . append_id ( debug_probes_scene_data_ubo ) ;
uniforms . push_back ( u ) ;
}
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debug_probes_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > sdfgi_shader . debug_probes . version_get_shader ( gi - > sdfgi_shader . debug_probes_shader , 0 ) , 0 ) ;
}
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SDFGIShader : : ProbeDebugMode mode = p_view_count > 1 ? SDFGIShader : : PROBE_DEBUG_PROBES_MULTIVIEW : SDFGIShader : : PROBE_DEBUG_PROBES ;
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_framebuffer , RD : : INITIAL_ACTION_CONTINUE , p_will_continue_color ? RD : : FINAL_ACTION_CONTINUE : RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_CONTINUE , p_will_continue_depth ? RD : : FINAL_ACTION_CONTINUE : RD : : FINAL_ACTION_READ ) ;
RD : : get_singleton ( ) - > draw_command_begin_label ( " Debug SDFGI " ) ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , gi - > sdfgi_shader . debug_probes_pipeline [ mode ] . get_render_pipeline ( RD : : INVALID_FORMAT_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , debug_probes_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( SDFGIShader : : DebugProbesPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , false , total_probes , total_points ) ;
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if ( gi - > sdfgi_debug_probe_dir ! = Vector3 ( ) ) {
uint32_t cascade = 0 ;
Vector3 offset = Vector3 ( ( Vector3i ( 1 , 1 , 1 ) * - int32_t ( cascade_size > > 1 ) + cascades [ cascade ] . position ) ) * cascades [ cascade ] . cell_size * Vector3 ( 1.0 , 1.0 / y_mult , 1.0 ) ;
Vector3 probe_size = cascades [ cascade ] . cell_size * ( cascade_size / SDFGI : : PROBE_DIVISOR ) * Vector3 ( 1.0 , 1.0 / y_mult , 1.0 ) ;
Vector3 ray_from = gi - > sdfgi_debug_probe_pos ;
Vector3 ray_to = gi - > sdfgi_debug_probe_pos + gi - > sdfgi_debug_probe_dir * cascades [ cascade ] . cell_size * Math : : sqrt ( 3.0 ) * cascade_size ;
float sphere_radius = 0.2 ;
float closest_dist = 1e20 ;
gi - > sdfgi_debug_probe_enabled = false ;
Vector3i probe_from = cascades [ cascade ] . position / ( cascade_size / SDFGI : : PROBE_DIVISOR ) ;
for ( int i = 0 ; i < ( SDFGI : : PROBE_DIVISOR + 1 ) ; i + + ) {
for ( int j = 0 ; j < ( SDFGI : : PROBE_DIVISOR + 1 ) ; j + + ) {
for ( int k = 0 ; k < ( SDFGI : : PROBE_DIVISOR + 1 ) ; k + + ) {
Vector3 pos = offset + probe_size * Vector3 ( i , j , k ) ;
Vector3 res ;
if ( Geometry3D : : segment_intersects_sphere ( ray_from , ray_to , pos , sphere_radius , & res ) ) {
float d = ray_from . distance_to ( res ) ;
if ( d < closest_dist ) {
closest_dist = d ;
gi - > sdfgi_debug_probe_enabled = true ;
gi - > sdfgi_debug_probe_index = probe_from + Vector3i ( i , j , k ) ;
}
}
}
}
}
gi - > sdfgi_debug_probe_dir = Vector3 ( ) ;
}
if ( gi - > sdfgi_debug_probe_enabled ) {
uint32_t cascade = 0 ;
uint32_t probe_cells = ( cascade_size / SDFGI : : PROBE_DIVISOR ) ;
Vector3i probe_from = cascades [ cascade ] . position / probe_cells ;
Vector3i ofs = gi - > sdfgi_debug_probe_index - probe_from ;
if ( ofs . x < 0 | | ofs . y < 0 | | ofs . z < 0 ) {
return ;
}
if ( ofs . x > SDFGI : : PROBE_DIVISOR | | ofs . y > SDFGI : : PROBE_DIVISOR | | ofs . z > SDFGI : : PROBE_DIVISOR ) {
return ;
}
uint32_t mult = ( SDFGI : : PROBE_DIVISOR + 1 ) ;
uint32_t index = ofs . z * mult * mult + ofs . y * mult + ofs . x ;
push_constant . probe_debug_index = index ;
uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2 ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , gi - > sdfgi_shader . debug_probes_pipeline [ p_view_count > 1 ? SDFGIShader : : PROBE_DEBUG_VISIBILITY_MULTIVIEW : SDFGIShader : : PROBE_DEBUG_VISIBILITY ] . get_render_pipeline ( RD : : INVALID_FORMAT_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , debug_probes_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( SDFGIShader : : DebugProbesPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , false , cell_count , total_points ) ;
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}
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
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}
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void GI : : SDFGI : : pre_process_gi ( const Transform3D & p_transform , RenderDataRD * p_render_data , RendererSceneRenderRD * p_scene_render ) {
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/* Update general SDFGI Buffer */
SDFGIData sdfgi_data ;
sdfgi_data . grid_size [ 0 ] = cascade_size ;
sdfgi_data . grid_size [ 1 ] = cascade_size ;
sdfgi_data . grid_size [ 2 ] = cascade_size ;
sdfgi_data . max_cascades = cascades . size ( ) ;
sdfgi_data . probe_axis_size = probe_axis_count ;
sdfgi_data . cascade_probe_size [ 0 ] = sdfgi_data . probe_axis_size - 1 ; //float version for performance
sdfgi_data . cascade_probe_size [ 1 ] = sdfgi_data . probe_axis_size - 1 ;
sdfgi_data . cascade_probe_size [ 2 ] = sdfgi_data . probe_axis_size - 1 ;
float csize = cascade_size ;
sdfgi_data . probe_to_uvw = 1.0 / float ( sdfgi_data . cascade_probe_size [ 0 ] ) ;
sdfgi_data . use_occlusion = uses_occlusion ;
//sdfgi_data.energy = energy;
sdfgi_data . y_mult = y_mult ;
float cascade_voxel_size = ( csize / sdfgi_data . cascade_probe_size [ 0 ] ) ;
float occlusion_clamp = ( cascade_voxel_size - 0.5 ) / cascade_voxel_size ;
sdfgi_data . occlusion_clamp [ 0 ] = occlusion_clamp ;
sdfgi_data . occlusion_clamp [ 1 ] = occlusion_clamp ;
sdfgi_data . occlusion_clamp [ 2 ] = occlusion_clamp ;
sdfgi_data . normal_bias = ( normal_bias / csize ) * sdfgi_data . cascade_probe_size [ 0 ] ;
//vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
//vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
uint32_t oct_size = SDFGI : : LIGHTPROBE_OCT_SIZE ;
sdfgi_data . lightprobe_tex_pixel_size [ 0 ] = 1.0 / ( ( oct_size + 2 ) * sdfgi_data . probe_axis_size * sdfgi_data . probe_axis_size ) ;
sdfgi_data . lightprobe_tex_pixel_size [ 1 ] = 1.0 / ( ( oct_size + 2 ) * sdfgi_data . probe_axis_size ) ;
sdfgi_data . lightprobe_tex_pixel_size [ 2 ] = 1.0 ;
sdfgi_data . energy = energy ;
sdfgi_data . lightprobe_uv_offset [ 0 ] = float ( oct_size + 2 ) * sdfgi_data . lightprobe_tex_pixel_size [ 0 ] ;
sdfgi_data . lightprobe_uv_offset [ 1 ] = float ( oct_size + 2 ) * sdfgi_data . lightprobe_tex_pixel_size [ 1 ] ;
sdfgi_data . lightprobe_uv_offset [ 2 ] = float ( ( oct_size + 2 ) * sdfgi_data . probe_axis_size ) * sdfgi_data . lightprobe_tex_pixel_size [ 0 ] ;
sdfgi_data . occlusion_renormalize [ 0 ] = 0.5 ;
sdfgi_data . occlusion_renormalize [ 1 ] = 1.0 ;
sdfgi_data . occlusion_renormalize [ 2 ] = 1.0 / float ( sdfgi_data . max_cascades ) ;
int32_t probe_divisor = cascade_size / SDFGI : : PROBE_DIVISOR ;
for ( uint32_t i = 0 ; i < sdfgi_data . max_cascades ; i + + ) {
SDFGIData : : ProbeCascadeData & c = sdfgi_data . cascades [ i ] ;
Vector3 pos = Vector3 ( ( Vector3i ( 1 , 1 , 1 ) * - int32_t ( cascade_size > > 1 ) + cascades [ i ] . position ) ) * cascades [ i ] . cell_size ;
Vector3 cam_origin = p_transform . origin ;
cam_origin . y * = y_mult ;
pos - = cam_origin ; //make pos local to camera, to reduce numerical error
c . position [ 0 ] = pos . x ;
c . position [ 1 ] = pos . y ;
c . position [ 2 ] = pos . z ;
c . to_probe = 1.0 / ( float ( cascade_size ) * cascades [ i ] . cell_size / float ( probe_axis_count - 1 ) ) ;
Vector3i probe_ofs = cascades [ i ] . position / probe_divisor ;
c . probe_world_offset [ 0 ] = probe_ofs . x ;
c . probe_world_offset [ 1 ] = probe_ofs . y ;
c . probe_world_offset [ 2 ] = probe_ofs . z ;
c . to_cell = 1.0 / cascades [ i ] . cell_size ;
}
RD : : get_singleton ( ) - > buffer_update ( gi - > sdfgi_ubo , 0 , sizeof ( SDFGIData ) , & sdfgi_data , RD : : BARRIER_MASK_COMPUTE ) ;
/* Update dynamic lights in SDFGI cascades */
for ( uint32_t i = 0 ; i < cascades . size ( ) ; i + + ) {
SDFGI : : Cascade & cascade = cascades [ i ] ;
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SDFGIShader : : Light lights [ SDFGI : : MAX_DYNAMIC_LIGHTS ] ;
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uint32_t idx = 0 ;
for ( uint32_t j = 0 ; j < ( uint32_t ) p_scene_render - > render_state . sdfgi_update_data - > directional_lights - > size ( ) ; j + + ) {
if ( idx = = SDFGI : : MAX_DYNAMIC_LIGHTS ) {
break ;
}
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RendererSceneRenderRD : : LightInstance * li = p_scene_render - > light_instance_owner . get_or_null ( p_scene_render - > render_state . sdfgi_update_data - > directional_lights - > get ( j ) ) ;
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ERR_CONTINUE ( ! li ) ;
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if ( RSG : : light_storage - > light_directional_get_sky_mode ( li - > light ) = = RS : : LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY ) {
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continue ;
}
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Vector3 dir = - li - > transform . basis . get_column ( Vector3 : : AXIS_Z ) ;
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dir . y * = y_mult ;
dir . normalize ( ) ;
lights [ idx ] . direction [ 0 ] = dir . x ;
lights [ idx ] . direction [ 1 ] = dir . y ;
lights [ idx ] . direction [ 2 ] = dir . z ;
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Color color = RSG : : light_storage - > light_get_color ( li - > light ) ;
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color = color . srgb_to_linear ( ) ;
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lights [ idx ] . color [ 0 ] = color . r ;
lights [ idx ] . color [ 1 ] = color . g ;
lights [ idx ] . color [ 2 ] = color . b ;
lights [ idx ] . type = RS : : LIGHT_DIRECTIONAL ;
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lights [ idx ] . energy = RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_ENERGY ) * RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_INDIRECT_ENERGY ) ;
lights [ idx ] . has_shadow = RSG : : light_storage - > light_has_shadow ( li - > light ) ;
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idx + + ;
}
AABB cascade_aabb ;
cascade_aabb . position = Vector3 ( ( Vector3i ( 1 , 1 , 1 ) * - int32_t ( cascade_size > > 1 ) + cascade . position ) ) * cascade . cell_size ;
cascade_aabb . size = Vector3 ( 1 , 1 , 1 ) * cascade_size * cascade . cell_size ;
for ( uint32_t j = 0 ; j < p_scene_render - > render_state . sdfgi_update_data - > positional_light_count ; j + + ) {
if ( idx = = SDFGI : : MAX_DYNAMIC_LIGHTS ) {
break ;
}
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RendererSceneRenderRD : : LightInstance * li = p_scene_render - > light_instance_owner . get_or_null ( p_scene_render - > render_state . sdfgi_update_data - > positional_light_instances [ j ] ) ;
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ERR_CONTINUE ( ! li ) ;
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uint32_t max_sdfgi_cascade = RSG : : light_storage - > light_get_max_sdfgi_cascade ( li - > light ) ;
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if ( i > max_sdfgi_cascade ) {
continue ;
}
if ( ! cascade_aabb . intersects ( li - > aabb ) ) {
continue ;
}
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Vector3 dir = - li - > transform . basis . get_column ( Vector3 : : AXIS_Z ) ;
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//faster to not do this here
//dir.y *= y_mult;
//dir.normalize();
lights [ idx ] . direction [ 0 ] = dir . x ;
lights [ idx ] . direction [ 1 ] = dir . y ;
lights [ idx ] . direction [ 2 ] = dir . z ;
Vector3 pos = li - > transform . origin ;
pos . y * = y_mult ;
lights [ idx ] . position [ 0 ] = pos . x ;
lights [ idx ] . position [ 1 ] = pos . y ;
lights [ idx ] . position [ 2 ] = pos . z ;
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Color color = RSG : : light_storage - > light_get_color ( li - > light ) ;
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color = color . srgb_to_linear ( ) ;
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lights [ idx ] . color [ 0 ] = color . r ;
lights [ idx ] . color [ 1 ] = color . g ;
lights [ idx ] . color [ 2 ] = color . b ;
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lights [ idx ] . type = RSG : : light_storage - > light_get_type ( li - > light ) ;
lights [ idx ] . energy = RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_ENERGY ) * RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_INDIRECT_ENERGY ) ;
lights [ idx ] . has_shadow = RSG : : light_storage - > light_has_shadow ( li - > light ) ;
lights [ idx ] . attenuation = RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_ATTENUATION ) ;
lights [ idx ] . radius = RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_RANGE ) ;
lights [ idx ] . cos_spot_angle = Math : : cos ( Math : : deg2rad ( RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_SPOT_ANGLE ) ) ) ;
lights [ idx ] . inv_spot_attenuation = 1.0f / RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ;
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idx + + ;
}
if ( idx > 0 ) {
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RD : : get_singleton ( ) - > buffer_update ( cascade . lights_buffer , 0 , idx * sizeof ( SDFGIShader : : Light ) , lights , RD : : BARRIER_MASK_COMPUTE ) ;
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}
cascade_dynamic_light_count [ i ] = idx ;
}
}
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void GI : : SDFGI : : render_region ( RID p_render_buffers , int p_region , const PagedArray < RendererSceneRender : : GeometryInstance * > & p_instances , RendererSceneRenderRD * p_scene_render ) {
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//print_line("rendering region " + itos(p_region));
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RendererSceneRenderRD : : RenderBuffers * rb = p_scene_render - > render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ; // we wouldn't be here if this failed but...
AABB bounds ;
Vector3i from ;
Vector3i size ;
int cascade_prev = get_pending_region_data ( p_region - 1 , from , size , bounds ) ;
int cascade_next = get_pending_region_data ( p_region + 1 , from , size , bounds ) ;
int cascade = get_pending_region_data ( p_region , from , size , bounds ) ;
ERR_FAIL_COND ( cascade < 0 ) ;
if ( cascade_prev ! = cascade ) {
//initialize render
RD : : get_singleton ( ) - > texture_clear ( render_albedo , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
RD : : get_singleton ( ) - > texture_clear ( render_emission , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
RD : : get_singleton ( ) - > texture_clear ( render_emission_aniso , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
RD : : get_singleton ( ) - > texture_clear ( render_geom_facing , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
}
//print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(cascades[cascade].cell_size));
p_scene_render - > _render_sdfgi ( p_render_buffers , from , size , bounds , p_instances , render_albedo , render_emission , render_emission_aniso , render_geom_facing ) ;
if ( cascade_next ! = cascade ) {
RD : : get_singleton ( ) - > draw_command_begin_label ( " SDFGI Pre-Process Cascade " ) ;
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RENDER_TIMESTAMP ( " > SDFGI Update SDF " ) ;
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//done rendering! must update SDF
//clear dispatch indirect data
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SDFGIShader : : PreprocessPushConstant push_constant ;
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memset ( & push_constant , 0 , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RENDER_TIMESTAMP ( " SDFGI Scroll SDF " ) ;
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//scroll
if ( cascades [ cascade ] . dirty_regions ! = SDFGI : : Cascade : : DIRTY_ALL ) {
//for scroll
Vector3i dirty = cascades [ cascade ] . dirty_regions ;
push_constant . scroll [ 0 ] = dirty . x ;
push_constant . scroll [ 1 ] = dirty . y ;
push_constant . scroll [ 2 ] = dirty . z ;
} else {
//for no scroll
push_constant . scroll [ 0 ] = 0 ;
push_constant . scroll [ 1 ] = 0 ;
push_constant . scroll [ 2 ] = 0 ;
}
cascades [ cascade ] . all_dynamic_lights_dirty = true ;
push_constant . grid_size = cascade_size ;
push_constant . cascade = cascade ;
if ( cascades [ cascade ] . dirty_regions ! = SDFGI : : Cascade : : DIRTY_ALL ) {
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
//must pre scroll existing data because not all is dirty
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_SCROLL ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascades [ cascade ] . scroll_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_indirect ( compute_list , cascades [ cascade ] . solid_cell_dispatch_buffer , 0 ) ;
// no barrier do all together
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_SCROLL_OCCLUSION ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascades [ cascade ] . scroll_occlusion_uniform_set , 0 ) ;
Vector3i dirty = cascades [ cascade ] . dirty_regions ;
Vector3i groups ;
groups . x = cascade_size - ABS ( dirty . x ) ;
groups . y = cascade_size - ABS ( dirty . y ) ;
groups . z = cascade_size - ABS ( dirty . z ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , groups . x , groups . y , groups . z ) ;
//no barrier, continue together
{
//scroll probes and their history also
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SDFGIShader : : IntegratePushConstant ipush_constant ;
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ipush_constant . grid_size [ 1 ] = cascade_size ;
ipush_constant . grid_size [ 2 ] = cascade_size ;
ipush_constant . grid_size [ 0 ] = cascade_size ;
ipush_constant . max_cascades = cascades . size ( ) ;
ipush_constant . probe_axis_size = probe_axis_count ;
ipush_constant . history_index = 0 ;
ipush_constant . history_size = history_size ;
ipush_constant . ray_count = 0 ;
ipush_constant . ray_bias = 0 ;
ipush_constant . sky_mode = 0 ;
ipush_constant . sky_energy = 0 ;
ipush_constant . sky_color [ 0 ] = 0 ;
ipush_constant . sky_color [ 1 ] = 0 ;
ipush_constant . sky_color [ 2 ] = 0 ;
ipush_constant . y_mult = y_mult ;
ipush_constant . store_ambient_texture = false ;
ipush_constant . image_size [ 0 ] = probe_axis_count * probe_axis_count ;
ipush_constant . image_size [ 1 ] = probe_axis_count ;
int32_t probe_divisor = cascade_size / SDFGI : : PROBE_DIVISOR ;
ipush_constant . cascade = cascade ;
ipush_constant . world_offset [ 0 ] = cascades [ cascade ] . position . x / probe_divisor ;
ipush_constant . world_offset [ 1 ] = cascades [ cascade ] . position . y / probe_divisor ;
ipush_constant . world_offset [ 2 ] = cascades [ cascade ] . position . z / probe_divisor ;
ipush_constant . scroll [ 0 ] = dirty . x / probe_divisor ;
ipush_constant . scroll [ 1 ] = dirty . y / probe_divisor ;
ipush_constant . scroll [ 2 ] = dirty . z / probe_divisor ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . integrate_pipeline [ SDFGIShader : : INTEGRATE_MODE_SCROLL ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascades [ cascade ] . integrate_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , gi - > sdfgi_shader . integrate_default_sky_uniform_set , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ipush_constant , sizeof ( SDFGIShader : : IntegratePushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , probe_axis_count * probe_axis_count , probe_axis_count , 1 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . integrate_pipeline [ SDFGIShader : : INTEGRATE_MODE_SCROLL_STORE ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascades [ cascade ] . integrate_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , gi - > sdfgi_shader . integrate_default_sky_uniform_set , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ipush_constant , sizeof ( SDFGIShader : : IntegratePushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , probe_axis_count * probe_axis_count , probe_axis_count , 1 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
if ( bounce_feedback > 0.0 ) {
//multibounce requires this to be stored so direct light can read from it
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . integrate_pipeline [ SDFGIShader : : INTEGRATE_MODE_STORE ] ) ;
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//convert to octahedral to store
ipush_constant . image_size [ 0 ] * = SDFGI : : LIGHTPROBE_OCT_SIZE ;
ipush_constant . image_size [ 1 ] * = SDFGI : : LIGHTPROBE_OCT_SIZE ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascades [ cascade ] . integrate_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , gi - > sdfgi_shader . integrate_default_sky_uniform_set , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ipush_constant , sizeof ( SDFGIShader : : IntegratePushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , probe_axis_count * probe_axis_count * SDFGI : : LIGHTPROBE_OCT_SIZE , probe_axis_count * SDFGI : : LIGHTPROBE_OCT_SIZE , 1 ) ;
}
}
//ok finally barrier
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
//clear dispatch indirect data
uint32_t dispatch_indirct_data [ 4 ] = { 0 , 0 , 0 , 0 } ;
RD : : get_singleton ( ) - > buffer_update ( cascades [ cascade ] . solid_cell_dispatch_buffer , 0 , sizeof ( uint32_t ) * 4 , dispatch_indirct_data ) ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
bool half_size = true ; //much faster, very little difference
static const int optimized_jf_group_size = 8 ;
if ( half_size ) {
push_constant . grid_size > > = 1 ;
uint32_t cascade_half_size = cascade_size > > 1 ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , sdf_initialize_half_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_half_size , cascade_half_size , cascade_half_size ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
//must start with regular jumpflood
push_constant . half_size = true ;
{
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RENDER_TIMESTAMP ( " SDFGI Jump Flood (Half-Size) " ) ;
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uint32_t s = cascade_half_size ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_JUMP_FLOOD ] ) ;
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int jf_us = 0 ;
//start with regular jump flood for very coarse reads, as this is impossible to optimize
while ( s > 1 ) {
s / = 2 ;
push_constant . step_size = s ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , jump_flood_half_uniform_set [ jf_us ] , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_half_size , cascade_half_size , cascade_half_size ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
jf_us = jf_us = = 0 ? 1 : 0 ;
if ( cascade_half_size / ( s / 2 ) > = optimized_jf_group_size ) {
break ;
}
}
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RENDER_TIMESTAMP ( " SDFGI Jump Flood Optimized (Half-Size) " ) ;
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//continue with optimized jump flood for smaller reads
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_OPTIMIZED ] ) ;
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while ( s > 1 ) {
s / = 2 ;
push_constant . step_size = s ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , jump_flood_half_uniform_set [ jf_us ] , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_half_size , cascade_half_size , cascade_half_size ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
jf_us = jf_us = = 0 ? 1 : 0 ;
}
}
// restore grid size for last passes
push_constant . grid_size = cascade_size ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_UPSCALE ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , sdf_upscale_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_size , cascade_size , cascade_size ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
//run one pass of fullsize jumpflood to fix up half size arctifacts
push_constant . half_size = false ;
push_constant . step_size = 1 ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_OPTIMIZED ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , jump_flood_uniform_set [ upscale_jfa_uniform_set_index ] , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_size , cascade_size , cascade_size ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
} else {
//full size jumpflood
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RENDER_TIMESTAMP ( " SDFGI Jump Flood (Full-Size) " ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_INITIALIZE ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , sdf_initialize_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_size , cascade_size , cascade_size ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
push_constant . half_size = false ;
{
uint32_t s = cascade_size ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_JUMP_FLOOD ] ) ;
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int jf_us = 0 ;
//start with regular jump flood for very coarse reads, as this is impossible to optimize
while ( s > 1 ) {
s / = 2 ;
push_constant . step_size = s ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , jump_flood_uniform_set [ jf_us ] , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_size , cascade_size , cascade_size ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
jf_us = jf_us = = 0 ? 1 : 0 ;
if ( cascade_size / ( s / 2 ) > = optimized_jf_group_size ) {
break ;
}
}
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RENDER_TIMESTAMP ( " SDFGI Jump Flood Optimized (Full-Size) " ) ;
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//continue with optimized jump flood for smaller reads
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_JUMP_FLOOD_OPTIMIZED ] ) ;
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while ( s > 1 ) {
s / = 2 ;
push_constant . step_size = s ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , jump_flood_uniform_set [ jf_us ] , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_size , cascade_size , cascade_size ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
jf_us = jf_us = = 0 ? 1 : 0 ;
}
}
}
RENDER_TIMESTAMP ( " SDFGI Occlusion " ) ;
// occlusion
{
uint32_t probe_size = cascade_size / SDFGI : : PROBE_DIVISOR ;
Vector3i probe_global_pos = cascades [ cascade ] . position / probe_size ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_OCCLUSION ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , occlusion_uniform_set , 0 ) ;
for ( int i = 0 ; i < 8 ; i + + ) {
//dispatch all at once for performance
Vector3i offset ( i & 1 , ( i > > 1 ) & 1 , ( i > > 2 ) & 1 ) ;
if ( ( probe_global_pos . x & 1 ) ! = 0 ) {
offset . x = ( offset . x + 1 ) & 1 ;
}
if ( ( probe_global_pos . y & 1 ) ! = 0 ) {
offset . y = ( offset . y + 1 ) & 1 ;
}
if ( ( probe_global_pos . z & 1 ) ! = 0 ) {
offset . z = ( offset . z + 1 ) & 1 ;
}
push_constant . probe_offset [ 0 ] = offset . x ;
push_constant . probe_offset [ 1 ] = offset . y ;
push_constant . probe_offset [ 2 ] = offset . z ;
push_constant . occlusion_index = i ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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Vector3i groups = Vector3i ( probe_size + 1 , probe_size + 1 , probe_size + 1 ) - offset ; //if offset, it's one less probe per axis to compute
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , groups . x , groups . y , groups . z ) ;
}
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
}
RENDER_TIMESTAMP ( " SDFGI Store " ) ;
// store
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . preprocess_pipeline [ SDFGIShader : : PRE_PROCESS_STORE ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cascades [ cascade ] . sdf_store_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( SDFGIShader : : PreprocessPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cascade_size , cascade_size , cascade_size ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
//clear these textures, as they will have previous garbage on next draw
RD : : get_singleton ( ) - > texture_clear ( cascades [ cascade ] . light_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
RD : : get_singleton ( ) - > texture_clear ( cascades [ cascade ] . light_aniso_0_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
RD : : get_singleton ( ) - > texture_clear ( cascades [ cascade ] . light_aniso_1_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
#if 0
Vector < uint8_t > data = RD : : get_singleton ( ) - > texture_get_data ( cascades [ cascade ] . sdf , 0 ) ;
Ref < Image > img ;
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img . instantiate ( ) ;
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for ( uint32_t i = 0 ; i < cascade_size ; i + + ) {
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Vector < uint8_t > subarr = data . slice ( 128 * 128 * i , 128 * 128 * ( i + 1 ) ) ;
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img - > create ( cascade_size , cascade_size , false , Image : : FORMAT_L8 , subarr ) ;
img - > save_png ( " res://cascade_sdf_ " + itos ( cascade ) + " _ " + itos ( i ) + " .png " ) ;
}
//finalize render and update sdf
# endif
#if 0
Vector < uint8_t > data = RD : : get_singleton ( ) - > texture_get_data ( render_albedo , 0 ) ;
Ref < Image > img ;
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img . instantiate ( ) ;
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for ( uint32_t i = 0 ; i < cascade_size ; i + + ) {
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Vector < uint8_t > subarr = data . slice ( 128 * 128 * i * 2 , 128 * 128 * ( i + 1 ) * 2 ) ;
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img - > createcascade_size , cascade_size , false , Image : : FORMAT_RGB565 , subarr ) ;
img - > convert ( Image : : FORMAT_RGBA8 ) ;
img - > save_png ( " res://cascade_ " + itos ( cascade ) + " _ " + itos ( i ) + " .png " ) ;
}
//finalize render and update sdf
# endif
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RENDER_TIMESTAMP ( " < SDFGI Update SDF " ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
}
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void GI : : SDFGI : : render_static_lights ( RID p_render_buffers , uint32_t p_cascade_count , const uint32_t * p_cascade_indices , const PagedArray < RID > * p_positional_light_cull_result , RendererSceneRenderRD * p_scene_render ) {
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RendererSceneRenderRD : : RenderBuffers * rb = p_scene_render - > render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ; // we wouldn't be here if this failed but...
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RD : : get_singleton ( ) - > draw_command_begin_label ( " SDFGI Render Static Lights " ) ;
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update_cascades ( ) ;
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SDFGIShader : : Light lights [ SDFGI : : MAX_STATIC_LIGHTS ] ;
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uint32_t light_count [ SDFGI : : MAX_STATIC_LIGHTS ] ;
for ( uint32_t i = 0 ; i < p_cascade_count ; i + + ) {
ERR_CONTINUE ( p_cascade_indices [ i ] > = cascades . size ( ) ) ;
SDFGI : : Cascade & cc = cascades [ p_cascade_indices [ i ] ] ;
{ //fill light buffer
AABB cascade_aabb ;
cascade_aabb . position = Vector3 ( ( Vector3i ( 1 , 1 , 1 ) * - int32_t ( cascade_size > > 1 ) + cc . position ) ) * cc . cell_size ;
cascade_aabb . size = Vector3 ( 1 , 1 , 1 ) * cascade_size * cc . cell_size ;
int idx = 0 ;
for ( uint32_t j = 0 ; j < ( uint32_t ) p_positional_light_cull_result [ i ] . size ( ) ; j + + ) {
if ( idx = = SDFGI : : MAX_STATIC_LIGHTS ) {
break ;
}
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RendererSceneRenderRD : : LightInstance * li = p_scene_render - > light_instance_owner . get_or_null ( p_positional_light_cull_result [ i ] [ j ] ) ;
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ERR_CONTINUE ( ! li ) ;
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uint32_t max_sdfgi_cascade = RSG : : light_storage - > light_get_max_sdfgi_cascade ( li - > light ) ;
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if ( p_cascade_indices [ i ] > max_sdfgi_cascade ) {
continue ;
}
if ( ! cascade_aabb . intersects ( li - > aabb ) ) {
continue ;
}
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lights [ idx ] . type = RSG : : light_storage - > light_get_type ( li - > light ) ;
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Vector3 dir = - li - > transform . basis . get_column ( Vector3 : : AXIS_Z ) ;
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if ( lights [ idx ] . type = = RS : : LIGHT_DIRECTIONAL ) {
dir . y * = y_mult ; //only makes sense for directional
dir . normalize ( ) ;
}
lights [ idx ] . direction [ 0 ] = dir . x ;
lights [ idx ] . direction [ 1 ] = dir . y ;
lights [ idx ] . direction [ 2 ] = dir . z ;
Vector3 pos = li - > transform . origin ;
pos . y * = y_mult ;
lights [ idx ] . position [ 0 ] = pos . x ;
lights [ idx ] . position [ 1 ] = pos . y ;
lights [ idx ] . position [ 2 ] = pos . z ;
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Color color = RSG : : light_storage - > light_get_color ( li - > light ) ;
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color = color . srgb_to_linear ( ) ;
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lights [ idx ] . color [ 0 ] = color . r ;
lights [ idx ] . color [ 1 ] = color . g ;
lights [ idx ] . color [ 2 ] = color . b ;
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lights [ idx ] . energy = RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_ENERGY ) * RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_INDIRECT_ENERGY ) ;
lights [ idx ] . has_shadow = RSG : : light_storage - > light_has_shadow ( li - > light ) ;
lights [ idx ] . attenuation = RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_ATTENUATION ) ;
lights [ idx ] . radius = RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_RANGE ) ;
lights [ idx ] . cos_spot_angle = Math : : cos ( Math : : deg2rad ( RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_SPOT_ANGLE ) ) ) ;
lights [ idx ] . inv_spot_attenuation = 1.0f / RSG : : light_storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ;
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idx + + ;
}
if ( idx > 0 ) {
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RD : : get_singleton ( ) - > buffer_update ( cc . lights_buffer , 0 , idx * sizeof ( SDFGIShader : : Light ) , lights ) ;
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}
light_count [ i ] = idx ;
}
}
/* Static Lights */
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > sdfgi_shader . direct_light_pipeline [ SDFGIShader : : DIRECT_LIGHT_MODE_STATIC ] ) ;
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SDFGIShader : : DirectLightPushConstant dl_push_constant ;
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dl_push_constant . grid_size [ 0 ] = cascade_size ;
dl_push_constant . grid_size [ 1 ] = cascade_size ;
dl_push_constant . grid_size [ 2 ] = cascade_size ;
dl_push_constant . max_cascades = cascades . size ( ) ;
dl_push_constant . probe_axis_size = probe_axis_count ;
dl_push_constant . bounce_feedback = 0.0 ; // this is static light, do not multibounce yet
dl_push_constant . y_mult = y_mult ;
dl_push_constant . use_occlusion = uses_occlusion ;
//all must be processed
dl_push_constant . process_offset = 0 ;
dl_push_constant . process_increment = 1 ;
for ( uint32_t i = 0 ; i < p_cascade_count ; i + + ) {
ERR_CONTINUE ( p_cascade_indices [ i ] > = cascades . size ( ) ) ;
SDFGI : : Cascade & cc = cascades [ p_cascade_indices [ i ] ] ;
dl_push_constant . light_count = light_count [ i ] ;
dl_push_constant . cascade = p_cascade_indices [ i ] ;
if ( dl_push_constant . light_count > 0 ) {
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cc . sdf_direct_light_static_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & dl_push_constant , sizeof ( SDFGIShader : : DirectLightPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_indirect ( compute_list , cc . solid_cell_dispatch_buffer , 0 ) ;
}
}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
////////////////////////////////////////////////////////////////////////////////
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// VoxelGIInstance
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void GI : : VoxelGIInstance : : update ( bool p_update_light_instances , const Vector < RID > & p_light_instances , const PagedArray < RendererSceneRender : : GeometryInstance * > & p_dynamic_objects , RendererSceneRenderRD * p_scene_render ) {
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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uint32_t data_version = gi - > voxel_gi_get_data_version ( probe ) ;
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// (RE)CREATE IF NEEDED
if ( last_probe_data_version ! = data_version ) {
//need to re-create everything
if ( texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( texture ) ;
RD : : get_singleton ( ) - > free ( write_buffer ) ;
mipmaps . clear ( ) ;
}
for ( int i = 0 ; i < dynamic_maps . size ( ) ; i + + ) {
RD : : get_singleton ( ) - > free ( dynamic_maps [ i ] . texture ) ;
RD : : get_singleton ( ) - > free ( dynamic_maps [ i ] . depth ) ;
}
dynamic_maps . clear ( ) ;
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Vector3i octree_size = gi - > voxel_gi_get_octree_size ( probe ) ;
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if ( octree_size ! = Vector3i ( ) ) {
//can create a 3D texture
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Vector < int > levels = gi - > voxel_gi_get_level_counts ( probe ) ;
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RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
tf . width = octree_size . x ;
tf . height = octree_size . y ;
tf . depth = octree_size . z ;
tf . texture_type = RD : : TEXTURE_TYPE_3D ;
tf . mipmaps = levels . size ( ) ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( texture , " VoxelGI Instance Texture " ) ;
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RD : : get_singleton ( ) - > texture_clear ( texture , Color ( 0 , 0 , 0 , 0 ) , 0 , levels . size ( ) , 0 , 1 ) ;
{
int total_elements = 0 ;
for ( int i = 0 ; i < levels . size ( ) ; i + + ) {
total_elements + = levels [ i ] ;
}
write_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( total_elements * 16 ) ;
}
for ( int i = 0 ; i < levels . size ( ) ; i + + ) {
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VoxelGIInstance : : Mipmap mipmap ;
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mipmap . texture = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , texture , 0 , i , 1 , RD : : TEXTURE_SLICE_3D ) ;
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mipmap . level = levels . size ( ) - i - 1 ;
mipmap . cell_offset = 0 ;
for ( uint32_t j = 0 ; j < mipmap . level ; j + + ) {
mipmap . cell_offset + = levels [ j ] ;
}
mipmap . cell_count = levels [ mipmap . level ] ;
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 1 ;
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u . append_id ( gi - > voxel_gi_get_octree_buffer ( probe ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 2 ;
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u . append_id ( gi - > voxel_gi_get_data_buffer ( probe ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 4 ;
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u . append_id ( write_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 9 ;
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u . append_id ( gi - > voxel_gi_get_sdf_texture ( probe ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 10 ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
{
Vector < RD : : Uniform > copy_uniforms = uniforms ;
if ( i = = 0 ) {
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 3 ;
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u . append_id ( gi - > voxel_gi_lights_uniform ) ;
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copy_uniforms . push_back ( u ) ;
}
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mipmap . uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( copy_uniforms , gi - > voxel_gi_lighting_shader_version_shaders [ VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT ] , 0 ) ;
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copy_uniforms = uniforms ; //restore
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 5 ;
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u . append_id ( texture ) ;
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copy_uniforms . push_back ( u ) ;
}
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mipmap . second_bounce_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( copy_uniforms , gi - > voxel_gi_lighting_shader_version_shaders [ VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE ] , 0 ) ;
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} else {
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mipmap . uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( copy_uniforms , gi - > voxel_gi_lighting_shader_version_shaders [ VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP ] , 0 ) ;
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}
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 5 ;
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u . append_id ( mipmap . texture ) ;
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uniforms . push_back ( u ) ;
}
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mipmap . write_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > voxel_gi_lighting_shader_version_shaders [ VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE ] , 0 ) ;
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mipmaps . push_back ( mipmap ) ;
}
{
uint32_t dynamic_map_size = MAX ( MAX ( octree_size . x , octree_size . y ) , octree_size . z ) ;
uint32_t oversample = nearest_power_of_2_templated ( 4 ) ;
int mipmap_index = 0 ;
while ( mipmap_index < mipmaps . size ( ) ) {
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VoxelGIInstance : : DynamicMap dmap ;
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if ( oversample > 0 ) {
dmap . size = dynamic_map_size * ( 1 < < oversample ) ;
dmap . mipmap = - 1 ;
oversample - - ;
} else {
dmap . size = dynamic_map_size > > mipmap_index ;
dmap . mipmap = mipmap_index ;
mipmap_index + + ;
}
RD : : TextureFormat dtf ;
dtf . width = dmap . size ;
dtf . height = dmap . size ;
dtf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
dtf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT ;
if ( dynamic_maps . size ( ) = = 0 ) {
dtf . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
}
dmap . texture = RD : : get_singleton ( ) - > texture_create ( dtf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( dmap . texture , " VoxelGI Instance DMap Texture " ) ;
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if ( dynamic_maps . size ( ) = = 0 ) {
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// Render depth for first one.
// Use 16-bit depth when supported to improve performance.
dtf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D16_UNORM , RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ? RD : : DATA_FORMAT_D16_UNORM : RD : : DATA_FORMAT_X8_D24_UNORM_PACK32 ;
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dtf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ;
dmap . fb_depth = RD : : get_singleton ( ) - > texture_create ( dtf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( dmap . fb_depth , " VoxelGI Instance DMap FB Depth " ) ;
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}
//just use depth as-is
dtf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
dtf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
dmap . depth = RD : : get_singleton ( ) - > texture_create ( dtf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( dmap . depth , " VoxelGI Instance DMap Depth " ) ;
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if ( dynamic_maps . size ( ) = = 0 ) {
dtf . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
dtf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
dmap . albedo = RD : : get_singleton ( ) - > texture_create ( dtf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( dmap . albedo , " VoxelGI Instance DMap Albedo " ) ;
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dmap . normal = RD : : get_singleton ( ) - > texture_create ( dtf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( dmap . normal , " VoxelGI Instance DMap Normal " ) ;
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dmap . orm = RD : : get_singleton ( ) - > texture_create ( dtf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( dmap . orm , " VoxelGI Instance DMap ORM " ) ;
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Vector < RID > fb ;
fb . push_back ( dmap . albedo ) ;
fb . push_back ( dmap . normal ) ;
fb . push_back ( dmap . orm ) ;
fb . push_back ( dmap . texture ) ; //emission
fb . push_back ( dmap . depth ) ;
fb . push_back ( dmap . fb_depth ) ;
dmap . fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 3 ;
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u . append_id ( gi - > voxel_gi_lights_uniform ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 5 ;
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u . append_id ( dmap . albedo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 6 ;
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u . append_id ( dmap . normal ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 7 ;
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u . append_id ( dmap . orm ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 8 ;
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u . append_id ( dmap . fb_depth ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 9 ;
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u . append_id ( gi - > voxel_gi_get_sdf_texture ( probe ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 10 ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 11 ;
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u . append_id ( dmap . texture ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 12 ;
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u . append_id ( dmap . depth ) ;
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uniforms . push_back ( u ) ;
}
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dmap . uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > voxel_gi_lighting_shader_version_shaders [ VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING ] , 0 ) ;
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}
} else {
bool plot = dmap . mipmap > = 0 ;
bool write = dmap . mipmap < ( mipmaps . size ( ) - 1 ) ;
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 5 ;
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u . append_id ( dynamic_maps [ dynamic_maps . size ( ) - 1 ] . texture ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 6 ;
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u . append_id ( dynamic_maps [ dynamic_maps . size ( ) - 1 ] . depth ) ;
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uniforms . push_back ( u ) ;
}
if ( write ) {
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 7 ;
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u . append_id ( dmap . texture ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 8 ;
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u . append_id ( dmap . depth ) ;
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uniforms . push_back ( u ) ;
}
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 9 ;
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u . append_id ( gi - > voxel_gi_get_sdf_texture ( probe ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 10 ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
if ( plot ) {
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 11 ;
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u . append_id ( mipmaps [ dmap . mipmap ] . texture ) ;
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uniforms . push_back ( u ) ;
}
}
dmap . uniform_set = RD : : get_singleton ( ) - > uniform_set_create (
uniforms ,
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gi - > voxel_gi_lighting_shader_version_shaders [ ( write & & plot ) ? VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : ( write ? VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT ) ] ,
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0 ) ;
}
dynamic_maps . push_back ( dmap ) ;
}
}
}
last_probe_data_version = data_version ;
p_update_light_instances = true ; //just in case
p_scene_render - > _base_uniforms_changed ( ) ;
}
// UDPDATE TIME
if ( has_dynamic_object_data ) {
//if it has dynamic object data, it needs to be cleared
RD : : get_singleton ( ) - > texture_clear ( texture , Color ( 0 , 0 , 0 , 0 ) , 0 , mipmaps . size ( ) , 0 , 1 ) ;
}
uint32_t light_count = 0 ;
if ( p_update_light_instances | | p_dynamic_objects . size ( ) > 0 ) {
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light_count = MIN ( gi - > voxel_gi_max_lights , ( uint32_t ) p_light_instances . size ( ) ) ;
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{
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Transform3D to_cell = gi - > voxel_gi_get_to_cell_xform ( probe ) ;
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Transform3D to_probe_xform = ( transform * to_cell . affine_inverse ( ) ) . affine_inverse ( ) ;
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//update lights
for ( uint32_t i = 0 ; i < light_count ; i + + ) {
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VoxelGILight & l = gi - > voxel_gi_lights [ i ] ;
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RID light_instance = p_light_instances [ i ] ;
RID light = p_scene_render - > light_instance_get_base_light ( light_instance ) ;
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l . type = RSG : : light_storage - > light_get_type ( light ) ;
if ( l . type = = RS : : LIGHT_DIRECTIONAL & & RSG : : light_storage - > light_directional_get_sky_mode ( light ) = = RS : : LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY ) {
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light_count - - ;
continue ;
}
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l . attenuation = RSG : : light_storage - > light_get_param ( light , RS : : LIGHT_PARAM_ATTENUATION ) ;
l . energy = RSG : : light_storage - > light_get_param ( light , RS : : LIGHT_PARAM_ENERGY ) * RSG : : light_storage - > light_get_param ( light , RS : : LIGHT_PARAM_INDIRECT_ENERGY ) ;
l . radius = to_cell . basis . xform ( Vector3 ( RSG : : light_storage - > light_get_param ( light , RS : : LIGHT_PARAM_RANGE ) , 0 , 0 ) ) . length ( ) ;
Color color = RSG : : light_storage - > light_get_color ( light ) . srgb_to_linear ( ) ;
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l . color [ 0 ] = color . r ;
l . color [ 1 ] = color . g ;
l . color [ 2 ] = color . b ;
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l . cos_spot_angle = Math : : cos ( Math : : deg2rad ( RSG : : light_storage - > light_get_param ( light , RS : : LIGHT_PARAM_SPOT_ANGLE ) ) ) ;
l . inv_spot_attenuation = 1.0f / RSG : : light_storage - > light_get_param ( light , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ;
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Transform3D xform = p_scene_render - > light_instance_get_base_transform ( light_instance ) ;
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Vector3 pos = to_probe_xform . xform ( xform . origin ) ;
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Vector3 dir = to_probe_xform . basis . xform ( - xform . basis . get_column ( 2 ) ) . normalized ( ) ;
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l . position [ 0 ] = pos . x ;
l . position [ 1 ] = pos . y ;
l . position [ 2 ] = pos . z ;
l . direction [ 0 ] = dir . x ;
l . direction [ 1 ] = dir . y ;
l . direction [ 2 ] = dir . z ;
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l . has_shadow = RSG : : light_storage - > light_has_shadow ( light ) ;
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}
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RD : : get_singleton ( ) - > buffer_update ( gi - > voxel_gi_lights_uniform , 0 , sizeof ( VoxelGILight ) * light_count , gi - > voxel_gi_lights ) ;
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}
}
if ( has_dynamic_object_data | | p_update_light_instances | | p_dynamic_objects . size ( ) ) {
// PROCESS MIPMAPS
if ( mipmaps . size ( ) ) {
//can update mipmaps
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Vector3i probe_size = gi - > voxel_gi_get_octree_size ( probe ) ;
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VoxelGIPushConstant push_constant ;
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push_constant . limits [ 0 ] = probe_size . x ;
push_constant . limits [ 1 ] = probe_size . y ;
push_constant . limits [ 2 ] = probe_size . z ;
push_constant . stack_size = mipmaps . size ( ) ;
push_constant . emission_scale = 1.0 ;
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push_constant . propagation = gi - > voxel_gi_get_propagation ( probe ) ;
push_constant . dynamic_range = gi - > voxel_gi_get_dynamic_range ( probe ) ;
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push_constant . light_count = light_count ;
push_constant . aniso_strength = 0 ;
/* print_line("probe update to version " + itos(last_probe_version));
print_line ( " propagation " + rtos ( push_constant . propagation ) ) ;
print_line ( " dynrange " + rtos ( push_constant . dynamic_range ) ) ;
*/
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
int passes ;
if ( p_update_light_instances ) {
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passes = gi - > voxel_gi_is_using_two_bounces ( probe ) ? 2 : 1 ;
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} else {
passes = 1 ; //only re-blitting is necessary
}
int wg_size = 64 ;
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int64_t wg_limit_x = ( int64_t ) RD : : get_singleton ( ) - > limit_get ( RD : : LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X ) ;
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for ( int pass = 0 ; pass < passes ; pass + + ) {
if ( p_update_light_instances ) {
for ( int i = 0 ; i < mipmaps . size ( ) ; i + + ) {
if ( i = = 0 ) {
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > voxel_gi_lighting_shader_version_pipelines [ pass = = 0 ? VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT : VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE ] ) ;
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} else if ( i = = 1 ) {
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > voxel_gi_lighting_shader_version_pipelines [ VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP ] ) ;
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}
if ( pass = = 1 | | i > 0 ) {
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ; //wait til previous step is done
}
if ( pass = = 0 | | i > 0 ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , mipmaps [ i ] . uniform_set , 0 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , mipmaps [ i ] . second_bounce_uniform_set , 0 ) ;
}
push_constant . cell_offset = mipmaps [ i ] . cell_offset ;
push_constant . cell_count = mipmaps [ i ] . cell_count ;
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int64_t wg_todo = ( mipmaps [ i ] . cell_count - 1 ) / wg_size + 1 ;
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while ( wg_todo ) {
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int64_t wg_count = MIN ( wg_todo , wg_limit_x ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( VoxelGIPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , wg_count , 1 , 1 ) ;
wg_todo - = wg_count ;
push_constant . cell_offset + = wg_count * wg_size ;
}
}
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ; //wait til previous step is done
}
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > voxel_gi_lighting_shader_version_pipelines [ VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE ] ) ;
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for ( int i = 0 ; i < mipmaps . size ( ) ; i + + ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , mipmaps [ i ] . write_uniform_set , 0 ) ;
push_constant . cell_offset = mipmaps [ i ] . cell_offset ;
push_constant . cell_count = mipmaps [ i ] . cell_count ;
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int64_t wg_todo = ( mipmaps [ i ] . cell_count - 1 ) / wg_size + 1 ;
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while ( wg_todo ) {
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int64_t wg_count = MIN ( wg_todo , wg_limit_x ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( VoxelGIPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , wg_count , 1 , 1 ) ;
wg_todo - = wg_count ;
push_constant . cell_offset + = wg_count * wg_size ;
}
}
}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
}
has_dynamic_object_data = false ; //clear until dynamic object data is used again
if ( p_dynamic_objects . size ( ) & & dynamic_maps . size ( ) ) {
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Vector3i octree_size = gi - > voxel_gi_get_octree_size ( probe ) ;
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int multiplier = dynamic_maps [ 0 ] . size / MAX ( MAX ( octree_size . x , octree_size . y ) , octree_size . z ) ;
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Transform3D oversample_scale ;
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oversample_scale . basis . scale ( Vector3 ( multiplier , multiplier , multiplier ) ) ;
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Transform3D to_cell = oversample_scale * gi - > voxel_gi_get_to_cell_xform ( probe ) ;
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Transform3D to_world_xform = transform * to_cell . affine_inverse ( ) ;
Transform3D to_probe_xform = to_world_xform . affine_inverse ( ) ;
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AABB probe_aabb ( Vector3 ( ) , octree_size ) ;
//this could probably be better parallelized in compute..
for ( int i = 0 ; i < ( int ) p_dynamic_objects . size ( ) ; i + + ) {
RendererSceneRender : : GeometryInstance * instance = p_dynamic_objects [ i ] ;
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//transform aabb to voxel_gi
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AABB aabb = ( to_probe_xform * p_scene_render - > geometry_instance_get_transform ( instance ) ) . xform ( p_scene_render - > geometry_instance_get_aabb ( instance ) ) ;
//this needs to wrap to grid resolution to avoid jitter
//also extend margin a bit just in case
Vector3i begin = aabb . position - Vector3i ( 1 , 1 , 1 ) ;
Vector3i end = aabb . position + aabb . size + Vector3i ( 1 , 1 , 1 ) ;
for ( int j = 0 ; j < 3 ; j + + ) {
if ( ( end [ j ] - begin [ j ] ) & 1 ) {
end [ j ] + + ; //for half extents split, it needs to be even
}
begin [ j ] = MAX ( begin [ j ] , 0 ) ;
end [ j ] = MIN ( end [ j ] , octree_size [ j ] * multiplier ) ;
}
//aabb = aabb.intersection(probe_aabb); //intersect
aabb . position = begin ;
aabb . size = end - begin ;
//print_line("aabb: " + aabb);
for ( int j = 0 ; j < 6 ; j + + ) {
//if (j != 0 && j != 3) {
// continue;
//}
static const Vector3 render_z [ 6 ] = {
Vector3 ( 1 , 0 , 0 ) ,
Vector3 ( 0 , 1 , 0 ) ,
Vector3 ( 0 , 0 , 1 ) ,
Vector3 ( - 1 , 0 , 0 ) ,
Vector3 ( 0 , - 1 , 0 ) ,
Vector3 ( 0 , 0 , - 1 ) ,
} ;
static const Vector3 render_up [ 6 ] = {
Vector3 ( 0 , 1 , 0 ) ,
Vector3 ( 0 , 0 , 1 ) ,
Vector3 ( 0 , 1 , 0 ) ,
Vector3 ( 0 , 1 , 0 ) ,
Vector3 ( 0 , 0 , 1 ) ,
Vector3 ( 0 , 1 , 0 ) ,
} ;
Vector3 render_dir = render_z [ j ] ;
Vector3 up_dir = render_up [ j ] ;
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Vector3 center = aabb . get_center ( ) ;
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Transform3D xform ;
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xform . set_look_at ( center - aabb . size * 0.5 * render_dir , center , up_dir ) ;
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Vector3 x_dir = xform . basis . get_column ( 0 ) . abs ( ) ;
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int x_axis = int ( Vector3 ( 0 , 1 , 2 ) . dot ( x_dir ) ) ;
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Vector3 y_dir = xform . basis . get_column ( 1 ) . abs ( ) ;
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int y_axis = int ( Vector3 ( 0 , 1 , 2 ) . dot ( y_dir ) ) ;
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Vector3 z_dir = - xform . basis . get_column ( 2 ) ;
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int z_axis = int ( Vector3 ( 0 , 1 , 2 ) . dot ( z_dir . abs ( ) ) ) ;
Rect2i rect ( aabb . position [ x_axis ] , aabb . position [ y_axis ] , aabb . size [ x_axis ] , aabb . size [ y_axis ] ) ;
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bool x_flip = bool ( Vector3 ( 1 , 1 , 1 ) . dot ( xform . basis . get_column ( 0 ) ) < 0 ) ;
bool y_flip = bool ( Vector3 ( 1 , 1 , 1 ) . dot ( xform . basis . get_column ( 1 ) ) < 0 ) ;
bool z_flip = bool ( Vector3 ( 1 , 1 , 1 ) . dot ( xform . basis . get_column ( 2 ) ) > 0 ) ;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Projection cm ;
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cm . set_orthogonal ( - rect . size . width / 2 , rect . size . width / 2 , - rect . size . height / 2 , rect . size . height / 2 , 0.0001 , aabb . size [ z_axis ] ) ;
if ( p_scene_render - > cull_argument . size ( ) = = 0 ) {
p_scene_render - > cull_argument . push_back ( nullptr ) ;
}
p_scene_render - > cull_argument [ 0 ] = instance ;
p_scene_render - > _render_material ( to_world_xform * xform , cm , true , p_scene_render - > cull_argument , dynamic_maps [ 0 ] . fb , Rect2i ( Vector2i ( ) , rect . size ) ) ;
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VoxelGIDynamicPushConstant push_constant ;
memset ( & push_constant , 0 , sizeof ( VoxelGIDynamicPushConstant ) ) ;
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push_constant . limits [ 0 ] = octree_size . x ;
push_constant . limits [ 1 ] = octree_size . y ;
push_constant . limits [ 2 ] = octree_size . z ;
push_constant . light_count = p_light_instances . size ( ) ;
push_constant . x_dir [ 0 ] = x_dir [ 0 ] ;
push_constant . x_dir [ 1 ] = x_dir [ 1 ] ;
push_constant . x_dir [ 2 ] = x_dir [ 2 ] ;
push_constant . y_dir [ 0 ] = y_dir [ 0 ] ;
push_constant . y_dir [ 1 ] = y_dir [ 1 ] ;
push_constant . y_dir [ 2 ] = y_dir [ 2 ] ;
push_constant . z_dir [ 0 ] = z_dir [ 0 ] ;
push_constant . z_dir [ 1 ] = z_dir [ 1 ] ;
push_constant . z_dir [ 2 ] = z_dir [ 2 ] ;
push_constant . z_base = xform . origin [ z_axis ] ;
push_constant . z_sign = ( z_flip ? - 1.0 : 1.0 ) ;
push_constant . pos_multiplier = float ( 1.0 ) / multiplier ;
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push_constant . dynamic_range = gi - > voxel_gi_get_dynamic_range ( probe ) ;
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push_constant . flip_x = x_flip ;
push_constant . flip_y = y_flip ;
push_constant . rect_pos [ 0 ] = rect . position [ 0 ] ;
push_constant . rect_pos [ 1 ] = rect . position [ 1 ] ;
push_constant . rect_size [ 0 ] = rect . size [ 0 ] ;
push_constant . rect_size [ 1 ] = rect . size [ 1 ] ;
push_constant . prev_rect_ofs [ 0 ] = 0 ;
push_constant . prev_rect_ofs [ 1 ] = 0 ;
push_constant . prev_rect_size [ 0 ] = 0 ;
push_constant . prev_rect_size [ 1 ] = 0 ;
push_constant . on_mipmap = false ;
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push_constant . propagation = gi - > voxel_gi_get_propagation ( probe ) ;
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push_constant . pad [ 0 ] = 0 ;
push_constant . pad [ 1 ] = 0 ;
push_constant . pad [ 2 ] = 0 ;
//process lighting
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > voxel_gi_lighting_shader_version_pipelines [ VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , dynamic_maps [ 0 ] . uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( VoxelGIDynamicPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , ( rect . size . x - 1 ) / 8 + 1 , ( rect . size . y - 1 ) / 8 + 1 , 1 ) ;
//print_line("rect: " + itos(i) + ": " + rect);
for ( int k = 1 ; k < dynamic_maps . size ( ) ; k + + ) {
// enlarge the rect if needed so all pixels fit when downscaled,
// this ensures downsampling is smooth and optimal because no pixels are left behind
//x
if ( rect . position . x & 1 ) {
rect . size . x + + ;
push_constant . prev_rect_ofs [ 0 ] = 1 ; //this is used to ensure reading is also optimal
} else {
push_constant . prev_rect_ofs [ 0 ] = 0 ;
}
if ( rect . size . x & 1 ) {
rect . size . x + + ;
}
rect . position . x > > = 1 ;
rect . size . x = MAX ( 1 , rect . size . x > > 1 ) ;
//y
if ( rect . position . y & 1 ) {
rect . size . y + + ;
push_constant . prev_rect_ofs [ 1 ] = 1 ;
} else {
push_constant . prev_rect_ofs [ 1 ] = 0 ;
}
if ( rect . size . y & 1 ) {
rect . size . y + + ;
}
rect . position . y > > = 1 ;
rect . size . y = MAX ( 1 , rect . size . y > > 1 ) ;
//shrink limits to ensure plot does not go outside map
if ( dynamic_maps [ k ] . mipmap > 0 ) {
for ( int l = 0 ; l < 3 ; l + + ) {
push_constant . limits [ l ] = MAX ( 1 , push_constant . limits [ l ] > > 1 ) ;
}
}
//print_line("rect: " + itos(i) + ": " + rect);
push_constant . rect_pos [ 0 ] = rect . position [ 0 ] ;
push_constant . rect_pos [ 1 ] = rect . position [ 1 ] ;
push_constant . prev_rect_size [ 0 ] = push_constant . rect_size [ 0 ] ;
push_constant . prev_rect_size [ 1 ] = push_constant . rect_size [ 1 ] ;
push_constant . rect_size [ 0 ] = rect . size [ 0 ] ;
push_constant . rect_size [ 1 ] = rect . size [ 1 ] ;
push_constant . on_mipmap = dynamic_maps [ k ] . mipmap > 0 ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
if ( dynamic_maps [ k ] . mipmap < 0 ) {
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > voxel_gi_lighting_shader_version_pipelines [ VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE ] ) ;
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} else if ( k < dynamic_maps . size ( ) - 1 ) {
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > voxel_gi_lighting_shader_version_pipelines [ VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT ] ) ;
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} else {
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi - > voxel_gi_lighting_shader_version_pipelines [ VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT ] ) ;
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}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , dynamic_maps [ k ] . uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( VoxelGIDynamicPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , ( rect . size . x - 1 ) / 8 + 1 , ( rect . size . y - 1 ) / 8 + 1 , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
}
has_dynamic_object_data = true ; //clear until dynamic object data is used again
}
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last_probe_version = gi - > voxel_gi_get_version ( probe ) ;
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}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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void GI : : VoxelGIInstance : : debug ( RD : : DrawListID p_draw_list , RID p_framebuffer , const Projection & p_camera_with_transform , bool p_lighting , bool p_emission , float p_alpha ) {
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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if ( mipmaps . size ( ) = = 0 ) {
return ;
}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Projection cam_transform = ( p_camera_with_transform * Projection ( transform ) ) * Projection ( gi - > voxel_gi_get_to_cell_xform ( probe ) . affine_inverse ( ) ) ;
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int level = 0 ;
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Vector3i octree_size = gi - > voxel_gi_get_octree_size ( probe ) ;
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VoxelGIDebugPushConstant push_constant ;
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push_constant . alpha = p_alpha ;
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push_constant . dynamic_range = gi - > voxel_gi_get_dynamic_range ( probe ) ;
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push_constant . cell_offset = mipmaps [ level ] . cell_offset ;
push_constant . level = level ;
push_constant . bounds [ 0 ] = octree_size . x > > level ;
push_constant . bounds [ 1 ] = octree_size . y > > level ;
push_constant . bounds [ 2 ] = octree_size . z > > level ;
push_constant . pad = 0 ;
for ( int i = 0 ; i < 4 ; i + + ) {
for ( int j = 0 ; j < 4 ; j + + ) {
push_constant . projection [ i * 4 + j ] = cam_transform . matrix [ i ] [ j ] ;
}
}
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if ( gi - > voxel_gi_debug_uniform_set . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( gi - > voxel_gi_debug_uniform_set ) ;
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}
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 1 ;
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u . append_id ( gi - > voxel_gi_get_data_buffer ( probe ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 2 ;
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u . append_id ( texture ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 3 ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
int cell_count ;
if ( ! p_emission & & p_lighting & & has_dynamic_object_data ) {
cell_count = push_constant . bounds [ 0 ] * push_constant . bounds [ 1 ] * push_constant . bounds [ 2 ] ;
} else {
cell_count = mipmaps [ level ] . cell_count ;
}
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gi - > voxel_gi_debug_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi - > voxel_gi_debug_shader_version_shaders [ 0 ] , 0 ) ;
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int voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_COLOR ;
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if ( p_emission ) {
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voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_EMISSION ;
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} else if ( p_lighting ) {
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voxel_gi_debug_pipeline = has_dynamic_object_data ? VOXEL_GI_DEBUG_LIGHT_FULL : VOXEL_GI_DEBUG_LIGHT ;
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}
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline (
p_draw_list ,
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gi - > voxel_gi_debug_shader_version_pipelines [ voxel_gi_debug_pipeline ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( p_draw_list , gi - > voxel_gi_debug_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( VoxelGIDebugPushConstant ) ) ;
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RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , false , cell_count , 36 ) ;
}
////////////////////////////////////////////////////////////////////////////////
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// GI
GI : : GI ( ) {
singleton = this ;
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sdfgi_ray_count = RS : : EnvironmentSDFGIRayCount ( CLAMP ( int32_t ( GLOBAL_GET ( " rendering/global_illumination/sdfgi/probe_ray_count " ) ) , 0 , int32_t ( RS : : ENV_SDFGI_RAY_COUNT_MAX - 1 ) ) ) ;
sdfgi_frames_to_converge = RS : : EnvironmentSDFGIFramesToConverge ( CLAMP ( int32_t ( GLOBAL_GET ( " rendering/global_illumination/sdfgi/frames_to_converge " ) ) , 0 , int32_t ( RS : : ENV_SDFGI_CONVERGE_MAX - 1 ) ) ) ;
sdfgi_frames_to_update_light = RS : : EnvironmentSDFGIFramesToUpdateLight ( CLAMP ( int32_t ( GLOBAL_GET ( " rendering/global_illumination/sdfgi/frames_to_update_lights " ) ) , 0 , int32_t ( RS : : ENV_SDFGI_UPDATE_LIGHT_MAX - 1 ) ) ) ;
}
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GI : : ~ GI ( ) {
singleton = nullptr ;
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}
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void GI : : init ( RendererSceneSkyRD * p_sky ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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/* GI */
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{
//kinda complicated to compute the amount of slots, we try to use as many as we can
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voxel_gi_lights = memnew_arr ( VoxelGILight , voxel_gi_max_lights ) ;
voxel_gi_lights_uniform = RD : : get_singleton ( ) - > uniform_buffer_create ( voxel_gi_max_lights * sizeof ( VoxelGILight ) ) ;
voxel_gi_quality = RS : : VoxelGIQuality ( CLAMP ( int ( GLOBAL_GET ( " rendering/global_illumination/voxel_gi/quality " ) ) , 0 , 1 ) ) ;
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String defines = " \n #define MAX_LIGHTS " + itos ( voxel_gi_max_lights ) + " \n " ;
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Vector < String > versions ;
versions . push_back ( " \n #define MODE_COMPUTE_LIGHT \n " ) ;
versions . push_back ( " \n #define MODE_SECOND_BOUNCE \n " ) ;
versions . push_back ( " \n #define MODE_UPDATE_MIPMAPS \n " ) ;
versions . push_back ( " \n #define MODE_WRITE_TEXTURE \n " ) ;
versions . push_back ( " \n #define MODE_DYNAMIC \n #define MODE_DYNAMIC_LIGHTING \n " ) ;
versions . push_back ( " \n #define MODE_DYNAMIC \n #define MODE_DYNAMIC_SHRINK \n #define MODE_DYNAMIC_SHRINK_WRITE \n " ) ;
versions . push_back ( " \n #define MODE_DYNAMIC \n #define MODE_DYNAMIC_SHRINK \n #define MODE_DYNAMIC_SHRINK_PLOT \n " ) ;
versions . push_back ( " \n #define MODE_DYNAMIC \n #define MODE_DYNAMIC_SHRINK \n #define MODE_DYNAMIC_SHRINK_PLOT \n #define MODE_DYNAMIC_SHRINK_WRITE \n " ) ;
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voxel_gi_shader . initialize ( versions , defines ) ;
voxel_gi_lighting_shader_version = voxel_gi_shader . version_create ( ) ;
for ( int i = 0 ; i < VOXEL_GI_SHADER_VERSION_MAX ; i + + ) {
voxel_gi_lighting_shader_version_shaders [ i ] = voxel_gi_shader . version_get_shader ( voxel_gi_lighting_shader_version , i ) ;
voxel_gi_lighting_shader_version_pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( voxel_gi_lighting_shader_version_shaders [ i ] ) ;
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}
}
{
String defines ;
Vector < String > versions ;
versions . push_back ( " \n #define MODE_DEBUG_COLOR \n " ) ;
versions . push_back ( " \n #define MODE_DEBUG_LIGHT \n " ) ;
versions . push_back ( " \n #define MODE_DEBUG_EMISSION \n " ) ;
versions . push_back ( " \n #define MODE_DEBUG_LIGHT \n #define MODE_DEBUG_LIGHT_FULL \n " ) ;
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voxel_gi_debug_shader . initialize ( versions , defines ) ;
voxel_gi_debug_shader_version = voxel_gi_debug_shader . version_create ( ) ;
for ( int i = 0 ; i < VOXEL_GI_DEBUG_MAX ; i + + ) {
voxel_gi_debug_shader_version_shaders [ i ] = voxel_gi_debug_shader . version_get_shader ( voxel_gi_debug_shader_version , i ) ;
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RD : : PipelineRasterizationState rs ;
rs . cull_mode = RD : : POLYGON_CULL_FRONT ;
RD : : PipelineDepthStencilState ds ;
ds . enable_depth_test = true ;
ds . enable_depth_write = true ;
ds . depth_compare_operator = RD : : COMPARE_OP_LESS_OR_EQUAL ;
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voxel_gi_debug_shader_version_pipelines [ i ] . setup ( voxel_gi_debug_shader_version_shaders [ i ] , RD : : RENDER_PRIMITIVE_TRIANGLES , rs , RD : : PipelineMultisampleState ( ) , ds , RD : : PipelineColorBlendState : : create_disabled ( ) , 0 ) ;
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}
}
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/* SDGFI */
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{
Vector < String > preprocess_modes ;
preprocess_modes . push_back ( " \n #define MODE_SCROLL \n " ) ;
preprocess_modes . push_back ( " \n #define MODE_SCROLL_OCCLUSION \n " ) ;
preprocess_modes . push_back ( " \n #define MODE_INITIALIZE_JUMP_FLOOD \n " ) ;
preprocess_modes . push_back ( " \n #define MODE_INITIALIZE_JUMP_FLOOD_HALF \n " ) ;
preprocess_modes . push_back ( " \n #define MODE_JUMPFLOOD \n " ) ;
preprocess_modes . push_back ( " \n #define MODE_JUMPFLOOD_OPTIMIZED \n " ) ;
preprocess_modes . push_back ( " \n #define MODE_UPSCALE_JUMP_FLOOD \n " ) ;
preprocess_modes . push_back ( " \n #define MODE_OCCLUSION \n " ) ;
preprocess_modes . push_back ( " \n #define MODE_STORE \n " ) ;
String defines = " \n #define OCCLUSION_SIZE " + itos ( SDFGI : : CASCADE_SIZE / SDFGI : : PROBE_DIVISOR ) + " \n " ;
sdfgi_shader . preprocess . initialize ( preprocess_modes , defines ) ;
sdfgi_shader . preprocess_shader = sdfgi_shader . preprocess . version_create ( ) ;
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for ( int i = 0 ; i < SDFGIShader : : PRE_PROCESS_MAX ; i + + ) {
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sdfgi_shader . preprocess_pipeline [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( sdfgi_shader . preprocess . version_get_shader ( sdfgi_shader . preprocess_shader , i ) ) ;
}
}
{
//calculate tables
String defines = " \n #define OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
Vector < String > direct_light_modes ;
direct_light_modes . push_back ( " \n #define MODE_PROCESS_STATIC \n " ) ;
direct_light_modes . push_back ( " \n #define MODE_PROCESS_DYNAMIC \n " ) ;
sdfgi_shader . direct_light . initialize ( direct_light_modes , defines ) ;
sdfgi_shader . direct_light_shader = sdfgi_shader . direct_light . version_create ( ) ;
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for ( int i = 0 ; i < SDFGIShader : : DIRECT_LIGHT_MODE_MAX ; i + + ) {
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sdfgi_shader . direct_light_pipeline [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( sdfgi_shader . direct_light . version_get_shader ( sdfgi_shader . direct_light_shader , i ) ) ;
}
}
{
//calculate tables
String defines = " \n #define OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
defines + = " \n #define SH_SIZE " + itos ( SDFGI : : SH_SIZE ) + " \n " ;
if ( p_sky - > sky_use_cubemap_array ) {
defines + = " \n #define USE_CUBEMAP_ARRAY \n " ;
}
Vector < String > integrate_modes ;
integrate_modes . push_back ( " \n #define MODE_PROCESS \n " ) ;
integrate_modes . push_back ( " \n #define MODE_STORE \n " ) ;
integrate_modes . push_back ( " \n #define MODE_SCROLL \n " ) ;
integrate_modes . push_back ( " \n #define MODE_SCROLL_STORE \n " ) ;
sdfgi_shader . integrate . initialize ( integrate_modes , defines ) ;
sdfgi_shader . integrate_shader = sdfgi_shader . integrate . version_create ( ) ;
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for ( int i = 0 ; i < SDFGIShader : : INTEGRATE_MODE_MAX ; i + + ) {
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sdfgi_shader . integrate_pipeline [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( sdfgi_shader . integrate . version_get_shader ( sdfgi_shader . integrate_shader , i ) ) ;
}
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 0 ;
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if ( p_sky - > sky_use_cubemap_array ) {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE ) ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_CUBEMAP_WHITE ) ) ;
}
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 1 ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
sdfgi_shader . integrate_default_sky_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , sdfgi_shader . integrate . version_get_shader ( sdfgi_shader . integrate_shader , 0 ) , 1 ) ;
}
}
//GK
{
//calculate tables
String defines = " \n #define SDFGI_OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
Vector < String > gi_modes ;
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gi_modes . push_back ( " \n #define USE_VOXEL_GI_INSTANCES \n " ) ; // MODE_VOXEL_GI
gi_modes . push_back ( " \n #define USE_SDFGI \n " ) ; // MODE_SDFGI
gi_modes . push_back ( " \n #define USE_SDFGI \n \n #define USE_VOXEL_GI_INSTANCES \n " ) ; // MODE_COMBINED
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shader . initialize ( gi_modes , defines ) ;
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shader_version = shader . version_create ( ) ;
Vector < RD : : PipelineSpecializationConstant > specialization_constants ;
{
RD : : PipelineSpecializationConstant sc ;
sc . type = RD : : PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL ;
sc . constant_id = 0 ; // SHADER_SPECIALIZATION_HALF_RES
sc . bool_value = false ;
specialization_constants . push_back ( sc ) ;
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sc . type = RD : : PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL ;
sc . constant_id = 1 ; // SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX
sc . bool_value = false ;
specialization_constants . push_back ( sc ) ;
sc . type = RD : : PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL ;
sc . constant_id = 2 ; // SHADER_SPECIALIZATION_USE_VRS
sc . bool_value = false ;
specialization_constants . push_back ( sc ) ;
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}
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for ( int v = 0 ; v < SHADER_SPECIALIZATION_VARIATIONS ; v + + ) {
specialization_constants . ptrw ( ) [ 0 ] . bool_value = ( v & SHADER_SPECIALIZATION_HALF_RES ) ? true : false ;
specialization_constants . ptrw ( ) [ 1 ] . bool_value = ( v & SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX ) ? true : false ;
specialization_constants . ptrw ( ) [ 2 ] . bool_value = ( v & SHADER_SPECIALIZATION_USE_VRS ) ? true : false ;
for ( int i = 0 ; i < MODE_MAX ; i + + ) {
pipelines [ v ] [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( shader . version_get_shader ( shader_version , i ) , specialization_constants ) ;
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}
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}
sdfgi_ubo = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SDFGIData ) ) ;
}
{
String defines = " \n #define OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
Vector < String > debug_modes ;
debug_modes . push_back ( " " ) ;
sdfgi_shader . debug . initialize ( debug_modes , defines ) ;
sdfgi_shader . debug_shader = sdfgi_shader . debug . version_create ( ) ;
sdfgi_shader . debug_shader_version = sdfgi_shader . debug . version_get_shader ( sdfgi_shader . debug_shader , 0 ) ;
sdfgi_shader . debug_pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( sdfgi_shader . debug_shader_version ) ;
}
{
String defines = " \n #define OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
Vector < String > versions ;
versions . push_back ( " \n #define MODE_PROBES \n " ) ;
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versions . push_back ( " \n #define MODE_PROBES \n #define USE_MULTIVIEW \n " ) ;
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versions . push_back ( " \n #define MODE_VISIBILITY \n " ) ;
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versions . push_back ( " \n #define MODE_VISIBILITY \n #define USE_MULTIVIEW \n " ) ;
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sdfgi_shader . debug_probes . initialize ( versions , defines ) ;
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// TODO disable multiview versions if turned off
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sdfgi_shader . debug_probes_shader = sdfgi_shader . debug_probes . version_create ( ) ;
{
RD : : PipelineRasterizationState rs ;
rs . cull_mode = RD : : POLYGON_CULL_DISABLED ;
RD : : PipelineDepthStencilState ds ;
ds . enable_depth_test = true ;
ds . enable_depth_write = true ;
ds . depth_compare_operator = RD : : COMPARE_OP_LESS_OR_EQUAL ;
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for ( int i = 0 ; i < SDFGIShader : : PROBE_DEBUG_MAX ; i + + ) {
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// TODO check if version is enabled
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RID debug_probes_shader_version = sdfgi_shader . debug_probes . version_get_shader ( sdfgi_shader . debug_probes_shader , i ) ;
sdfgi_shader . debug_probes_pipeline [ i ] . setup ( debug_probes_shader_version , RD : : RENDER_PRIMITIVE_TRIANGLE_STRIPS , rs , RD : : PipelineMultisampleState ( ) , ds , RD : : PipelineColorBlendState : : create_disabled ( ) , 0 ) ;
}
}
}
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default_voxel_gi_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( VoxelGIData ) * MAX_VOXEL_GI_INSTANCES ) ;
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half_resolution = GLOBAL_GET ( " rendering/global_illumination/gi/use_half_resolution " ) ;
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}
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void GI : : free ( ) {
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RD : : get_singleton ( ) - > free ( default_voxel_gi_buffer ) ;
RD : : get_singleton ( ) - > free ( voxel_gi_lights_uniform ) ;
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RD : : get_singleton ( ) - > free ( sdfgi_ubo ) ;
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voxel_gi_debug_shader . version_free ( voxel_gi_debug_shader_version ) ;
voxel_gi_shader . version_free ( voxel_gi_lighting_shader_version ) ;
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shader . version_free ( shader_version ) ;
sdfgi_shader . debug_probes . version_free ( sdfgi_shader . debug_probes_shader ) ;
sdfgi_shader . debug . version_free ( sdfgi_shader . debug_shader ) ;
sdfgi_shader . direct_light . version_free ( sdfgi_shader . direct_light_shader ) ;
sdfgi_shader . integrate . version_free ( sdfgi_shader . integrate_shader ) ;
sdfgi_shader . preprocess . version_free ( sdfgi_shader . preprocess_shader ) ;
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if ( voxel_gi_lights ) {
memdelete_arr ( voxel_gi_lights ) ;
}
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}
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GI : : SDFGI * GI : : create_sdfgi ( RendererSceneEnvironmentRD * p_env , const Vector3 & p_world_position , uint32_t p_requested_history_size ) {
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SDFGI * sdfgi = memnew ( SDFGI ) ;
sdfgi - > create ( p_env , p_world_position , p_requested_history_size , this ) ;
return sdfgi ;
}
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void GI : : setup_voxel_gi_instances ( RID p_render_buffers , const Transform3D & p_transform , const PagedArray < RID > & p_voxel_gi_instances , uint32_t & r_voxel_gi_instances_used , RendererSceneRenderRD * p_scene_render ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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r_voxel_gi_instances_used = 0 ;
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// feels a little dirty to use our container this way but....
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RendererSceneRenderRD : : RenderBuffers * rb = p_scene_render - > render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( rb = = nullptr ) ;
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RID voxel_gi_buffer = p_scene_render - > render_buffers_get_voxel_gi_buffer ( p_render_buffers ) ;
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VoxelGIData voxel_gi_data [ MAX_VOXEL_GI_INSTANCES ] ;
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bool voxel_gi_instances_changed = false ;
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Transform3D to_camera ;
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to_camera . origin = p_transform . origin ; //only translation, make local
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for ( int i = 0 ; i < MAX_VOXEL_GI_INSTANCES ; i + + ) {
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RID texture ;
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if ( i < ( int ) p_voxel_gi_instances . size ( ) ) {
VoxelGIInstance * gipi = get_probe_instance ( p_voxel_gi_instances [ i ] ) ;
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if ( gipi ) {
texture = gipi - > texture ;
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VoxelGIData & gipd = voxel_gi_data [ i ] ;
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RID base_probe = gipi - > probe ;
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Transform3D to_cell = voxel_gi_get_to_cell_xform ( gipi - > probe ) * gipi - > transform . affine_inverse ( ) * to_camera ;
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gipd . xform [ 0 ] = to_cell . basis . rows [ 0 ] [ 0 ] ;
gipd . xform [ 1 ] = to_cell . basis . rows [ 1 ] [ 0 ] ;
gipd . xform [ 2 ] = to_cell . basis . rows [ 2 ] [ 0 ] ;
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gipd . xform [ 3 ] = 0 ;
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gipd . xform [ 4 ] = to_cell . basis . rows [ 0 ] [ 1 ] ;
gipd . xform [ 5 ] = to_cell . basis . rows [ 1 ] [ 1 ] ;
gipd . xform [ 6 ] = to_cell . basis . rows [ 2 ] [ 1 ] ;
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gipd . xform [ 7 ] = 0 ;
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gipd . xform [ 8 ] = to_cell . basis . rows [ 0 ] [ 2 ] ;
gipd . xform [ 9 ] = to_cell . basis . rows [ 1 ] [ 2 ] ;
gipd . xform [ 10 ] = to_cell . basis . rows [ 2 ] [ 2 ] ;
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gipd . xform [ 11 ] = 0 ;
gipd . xform [ 12 ] = to_cell . origin . x ;
gipd . xform [ 13 ] = to_cell . origin . y ;
gipd . xform [ 14 ] = to_cell . origin . z ;
gipd . xform [ 15 ] = 1 ;
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Vector3 bounds = voxel_gi_get_octree_size ( base_probe ) ;
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gipd . bounds [ 0 ] = bounds . x ;
gipd . bounds [ 1 ] = bounds . y ;
gipd . bounds [ 2 ] = bounds . z ;
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gipd . dynamic_range = voxel_gi_get_dynamic_range ( base_probe ) * voxel_gi_get_energy ( base_probe ) ;
gipd . bias = voxel_gi_get_bias ( base_probe ) ;
gipd . normal_bias = voxel_gi_get_normal_bias ( base_probe ) ;
gipd . blend_ambient = ! voxel_gi_is_interior ( base_probe ) ;
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gipd . mipmaps = gipi - > mipmaps . size ( ) ;
}
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r_voxel_gi_instances_used + + ;
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}
if ( texture = = RID ( ) ) {
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texture = texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
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}
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if ( texture ! = rb - > rbgi . voxel_gi_textures [ i ] ) {
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voxel_gi_instances_changed = true ;
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rb - > rbgi . voxel_gi_textures [ i ] = texture ;
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}
}
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if ( voxel_gi_instances_changed ) {
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for ( uint32_t v = 0 ; v < RendererSceneRender : : MAX_RENDER_VIEWS ; v + + ) {
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > rbgi . uniform_set [ v ] ) ) {
RD : : get_singleton ( ) - > free ( rb - > rbgi . uniform_set [ v ] ) ;
}
rb - > rbgi . uniform_set [ v ] = RID ( ) ;
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}
if ( rb - > volumetric_fog ) {
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if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > fog_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > fog_uniform_set ) ;
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > process_uniform_set ) ;
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > process_uniform_set2 ) ;
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}
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rb - > volumetric_fog - > fog_uniform_set = RID ( ) ;
rb - > volumetric_fog - > process_uniform_set = RID ( ) ;
rb - > volumetric_fog - > process_uniform_set2 = RID ( ) ;
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}
}
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if ( p_voxel_gi_instances . size ( ) > 0 ) {
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RD : : get_singleton ( ) - > draw_command_begin_label ( " VoxelGIs Setup " ) ;
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RD : : get_singleton ( ) - > buffer_update ( voxel_gi_buffer , 0 , sizeof ( VoxelGIData ) * MIN ( ( uint64_t ) MAX_VOXEL_GI_INSTANCES , p_voxel_gi_instances . size ( ) ) , voxel_gi_data , RD : : BARRIER_MASK_COMPUTE ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
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}
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void GI : : RenderBuffersGI : : free ( ) {
for ( uint32_t v = 0 ; v < RendererSceneRender : : MAX_RENDER_VIEWS ; v + + ) {
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set [ v ] ) ) {
RD : : get_singleton ( ) - > free ( uniform_set [ v ] ) ;
}
uniform_set [ v ] = RID ( ) ;
}
if ( scene_data_ubo . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( scene_data_ubo ) ;
scene_data_ubo = RID ( ) ;
}
if ( ambient_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( ambient_buffer ) ;
RD : : get_singleton ( ) - > free ( reflection_buffer ) ;
ambient_buffer = RID ( ) ;
reflection_buffer = RID ( ) ;
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// these are automatically freed when we free the textures, so just reset..
for ( uint32_t v = 0 ; v < RendererSceneRender : : MAX_RENDER_VIEWS ; v + + ) {
ambient_slice [ v ] = RID ( ) ;
reflection_slice [ v ] = RID ( ) ;
}
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view_count = 0 ;
}
if ( voxel_gi_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( voxel_gi_buffer ) ;
voxel_gi_buffer = RID ( ) ;
}
}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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void GI : : process_gi ( RID p_render_buffers , const RID * p_normal_roughness_slices , RID p_voxel_gi_buffer , const RID * p_vrs_slices , RID p_environment , uint32_t p_view_count , const Projection * p_projections , const Vector3 * p_eye_offsets , const Transform3D & p_cam_transform , const PagedArray < RID > & p_voxel_gi_instances , RendererSceneRenderRD * p_scene_render ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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ERR_FAIL_COND_MSG ( p_view_count > 2 , " Maximum of 2 views supported for Processing GI. " ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " GI Render " ) ;
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RendererSceneRenderRD : : RenderBuffers * rb = p_scene_render - > render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( rb = = nullptr ) ;
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if ( rb - > rbgi . ambient_buffer . is_null ( ) | | rb - > rbgi . using_half_size_gi ! = half_resolution | | rb - > rbgi . view_count ! = p_view_count ) {
// Free our old buffer if applicable
if ( rb - > rbgi . ambient_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > rbgi . ambient_buffer ) ;
RD : : get_singleton ( ) - > free ( rb - > rbgi . reflection_buffer ) ;
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for ( uint32_t v = 0 ; v < RendererSceneRender : : MAX_RENDER_VIEWS ; v + + ) {
rb - > rbgi . ambient_slice [ v ] = RID ( ) ;
rb - > rbgi . reflection_slice [ v ] = RID ( ) ;
}
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}
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// Remember the view count we're using
rb - > rbgi . view_count = p_view_count ;
// Create textures for our ambient and reflection data
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RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
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tf . width = rb - > internal_width ;
tf . height = rb - > internal_height ;
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if ( half_resolution ) {
tf . width > > = 1 ;
tf . height > > = 1 ;
}
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if ( p_view_count > 1 ) {
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
tf . array_layers = p_view_count ;
} else {
tf . texture_type = RD : : TEXTURE_TYPE_2D ;
tf . array_layers = 1 ;
}
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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rb - > rbgi . ambient_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( rb - > rbgi . ambient_buffer , " GI Ambient Buffer " ) ;
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rb - > rbgi . reflection_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( rb - > rbgi . reflection_buffer , " GI Reflection Buffer " ) ;
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rb - > rbgi . using_half_size_gi = half_resolution ;
if ( p_view_count = = 1 ) {
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// Just copy, we don't need to create slices
rb - > rbgi . ambient_slice [ 0 ] = rb - > rbgi . ambient_buffer ;
rb - > rbgi . reflection_slice [ 0 ] = rb - > rbgi . reflection_buffer ;
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} else {
for ( uint32_t v = 0 ; v < p_view_count ; v + + ) {
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rb - > rbgi . ambient_slice [ v ] = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > rbgi . ambient_buffer , v , 0 ) ;
rb - > rbgi . reflection_slice [ v ] = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > rbgi . reflection_buffer , v , 0 ) ;
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}
}
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}
// Setup our scene data
{
SceneData scene_data ;
if ( rb - > rbgi . scene_data_ubo . is_null ( ) ) {
rb - > rbgi . scene_data_ubo = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SceneData ) ) ;
}
for ( uint32_t v = 0 ; v < p_view_count ; v + + ) {
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RendererRD : : MaterialStorage : : store_camera ( p_projections [ v ] . inverse ( ) , scene_data . inv_projection [ v ] ) ;
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scene_data . eye_offset [ v ] [ 0 ] = p_eye_offsets [ v ] . x ;
scene_data . eye_offset [ v ] [ 1 ] = p_eye_offsets [ v ] . y ;
scene_data . eye_offset [ v ] [ 2 ] = p_eye_offsets [ v ] . z ;
scene_data . eye_offset [ v ] [ 3 ] = 0.0 ;
}
// Note that we will be ignoring the origin of this transform.
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RendererRD : : MaterialStorage : : store_transform ( p_cam_transform , scene_data . cam_transform ) ;
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scene_data . screen_size [ 0 ] = rb - > internal_width ;
scene_data . screen_size [ 1 ] = rb - > internal_height ;
RD : : get_singleton ( ) - > buffer_update ( rb - > rbgi . scene_data_ubo , 0 , sizeof ( SceneData ) , & scene_data , RD : : BARRIER_MASK_COMPUTE ) ;
}
// Now compute the contents of our buffers.
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( true ) ;
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// Render each eye separately.
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// We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
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// setup our push constant
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PushConstant push_constant ;
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push_constant . max_voxel_gi_instances = MIN ( ( uint64_t ) MAX_VOXEL_GI_INSTANCES , p_voxel_gi_instances . size ( ) ) ;
push_constant . high_quality_vct = voxel_gi_quality = = RS : : VOXEL_GI_QUALITY_HIGH ;
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// these should be the same for all views
push_constant . orthogonal = p_projections [ 0 ] . is_orthogonal ( ) ;
push_constant . z_near = p_projections [ 0 ] . get_z_near ( ) ;
push_constant . z_far = p_projections [ 0 ] . get_z_far ( ) ;
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// these are only used if we have 1 view, else we use the projections in our scene data
push_constant . proj_info [ 0 ] = - 2.0f / ( rb - > internal_width * p_projections [ 0 ] . matrix [ 0 ] [ 0 ] ) ;
push_constant . proj_info [ 1 ] = - 2.0f / ( rb - > internal_height * p_projections [ 0 ] . matrix [ 1 ] [ 1 ] ) ;
push_constant . proj_info [ 2 ] = ( 1.0f - p_projections [ 0 ] . matrix [ 0 ] [ 2 ] ) / p_projections [ 0 ] . matrix [ 0 ] [ 0 ] ;
push_constant . proj_info [ 3 ] = ( 1.0f + p_projections [ 0 ] . matrix [ 1 ] [ 2 ] ) / p_projections [ 0 ] . matrix [ 1 ] [ 1 ] ;
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bool use_sdfgi = rb - > sdfgi ! = nullptr ;
bool use_voxel_gi_instances = push_constant . max_voxel_gi_instances > 0 ;
uint32_t pipeline_specialization = 0 ;
if ( rb - > rbgi . using_half_size_gi ) {
pipeline_specialization | = SHADER_SPECIALIZATION_HALF_RES ;
}
if ( p_view_count > 1 ) {
pipeline_specialization | = SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX ;
}
if ( p_vrs_slices [ 0 ] . is_valid ( ) ) {
pipeline_specialization | = SHADER_SPECIALIZATION_USE_VRS ;
}
Mode mode = ( use_sdfgi & & use_voxel_gi_instances ) ? MODE_COMBINED : ( use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI ) ;
for ( uint32_t v = 0 ; v < p_view_count ; v + + ) {
push_constant . view_index = v ;
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// setup our uniform set
if ( rb - > rbgi . uniform_set [ v ] . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > rbgi . uniform_set [ v ] ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 1 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( rb - > sdfgi & & j < rb - > sdfgi - > cascades . size ( ) ) {
u . append_id ( rb - > sdfgi - > cascades [ j ] . sdf_tex ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
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}
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uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . binding = 2 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( rb - > sdfgi & & j < rb - > sdfgi - > cascades . size ( ) ) {
u . append_id ( rb - > sdfgi - > cascades [ j ] . light_tex ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( rb - > sdfgi & & j < rb - > sdfgi - > cascades . size ( ) ) {
u . append_id ( rb - > sdfgi - > cascades [ j ] . light_aniso_0_tex ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
for ( uint32_t j = 0 ; j < SDFGI : : MAX_CASCADES ; j + + ) {
if ( rb - > sdfgi & & j < rb - > sdfgi - > cascades . size ( ) ) {
u . append_id ( rb - > sdfgi - > cascades [ j ] . light_aniso_1_tex ) ;
} else {
u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 5 ;
if ( rb - > sdfgi ) {
u . append_id ( rb - > sdfgi - > occlusion_texture ) ;
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} else {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
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uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 6 ;
u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 7 ;
u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 9 ;
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u . append_id ( rb - > rbgi . ambient_slice [ v ] ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 10 ;
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u . append_id ( rb - > rbgi . reflection_slice [ v ] ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 11 ;
if ( rb - > sdfgi ) {
u . append_id ( rb - > sdfgi - > lightprobe_texture ) ;
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} else {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE ) ) ;
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}
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uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 12 ;
u . append_id ( rb - > views [ v ] . view_depth ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 13 ;
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u . append_id ( p_normal_roughness_slices [ v ] ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 14 ;
RID buffer = p_voxel_gi_buffer . is_valid ( ) ? p_voxel_gi_buffer : texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
u . append_id ( buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 15 ;
u . append_id ( sdfgi_ubo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 16 ;
u . append_id ( rb - > rbgi . voxel_gi_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 17 ;
for ( int i = 0 ; i < MAX_VOXEL_GI_INSTANCES ; i + + ) {
u . append_id ( rb - > rbgi . voxel_gi_textures [ i ] ) ;
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 18 ;
u . append_id ( rb - > rbgi . scene_data_ubo ) ;
uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 19 ;
RID buffer = p_vrs_slices [ v ] . is_valid ( ) ? p_vrs_slices [ v ] : texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_VRS ) ;
u . append_id ( buffer ) ;
uniforms . push_back ( u ) ;
}
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rb - > rbgi . uniform_set [ v ] = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , shader . version_get_shader ( shader_version , 0 ) , 0 ) ;
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}
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , pipelines [ pipeline_specialization ] [ mode ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > rbgi . uniform_set [ v ] , 0 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( PushConstant ) ) ;
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if ( rb - > rbgi . using_half_size_gi ) {
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > internal_width > > 1 , rb - > internal_height > > 1 , 1 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > internal_width , rb - > internal_height , 1 ) ;
}
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}
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//do barrier later to allow oeverlap
//RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
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RID GI : : voxel_gi_instance_create ( RID p_base ) {
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VoxelGIInstance voxel_gi ;
voxel_gi . gi = this ;
voxel_gi . probe = p_base ;
RID rid = voxel_gi_instance_owner . make_rid ( voxel_gi ) ;
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return rid ;
}
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void GI : : voxel_gi_instance_set_transform_to_data ( RID p_probe , const Transform3D & p_xform ) {
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VoxelGIInstance * voxel_gi = get_probe_instance ( p_probe ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
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voxel_gi - > transform = p_xform ;
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}
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bool GI : : voxel_gi_needs_update ( RID p_probe ) const {
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VoxelGIInstance * voxel_gi = get_probe_instance ( p_probe ) ;
ERR_FAIL_COND_V ( ! voxel_gi , false ) ;
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return voxel_gi - > last_probe_version ! = voxel_gi_get_version ( voxel_gi - > probe ) ;
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}
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void GI : : voxel_gi_update ( RID p_probe , bool p_update_light_instances , const Vector < RID > & p_light_instances , const PagedArray < RendererSceneRender : : GeometryInstance * > & p_dynamic_objects , RendererSceneRenderRD * p_scene_render ) {
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VoxelGIInstance * voxel_gi = get_probe_instance ( p_probe ) ;
ERR_FAIL_COND ( ! voxel_gi ) ;
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voxel_gi - > update ( p_update_light_instances , p_light_instances , p_dynamic_objects , p_scene_render ) ;
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}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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void GI : : debug_voxel_gi ( RID p_voxel_gi , RD : : DrawListID p_draw_list , RID p_framebuffer , const Projection & p_camera_with_transform , bool p_lighting , bool p_emission , float p_alpha ) {
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VoxelGIInstance * voxel_gi = voxel_gi_instance_owner . get_or_null ( p_voxel_gi ) ;
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ERR_FAIL_COND ( ! voxel_gi ) ;
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voxel_gi - > debug ( p_draw_list , p_framebuffer , p_camera_with_transform , p_lighting , p_emission , p_alpha ) ;
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}