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/*************************************************************************/
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/* renderer_scene_render_rd.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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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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/* */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/*************************************************************************/
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# include "renderer_scene_render_rd.h"
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# include "core/config/project_settings.h"
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# include "core/os/os.h"
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# include "renderer_compositor_rd.h"
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# include "servers/rendering/renderer_rd/environment/fog.h"
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# include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
# 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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void get_vogel_disk ( float * r_kernel , int p_sample_count ) {
const float golden_angle = 2.4 ;
for ( int i = 0 ; i < p_sample_count ; i + + ) {
float r = Math : : sqrt ( float ( i ) + 0.5 ) / Math : : sqrt ( float ( p_sample_count ) ) ;
float theta = float ( i ) * golden_angle ;
r_kernel [ i * 4 ] = Math : : cos ( theta ) * r ;
r_kernel [ i * 4 + 1 ] = Math : : sin ( theta ) * r ;
}
}
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void RendererSceneRenderRD : : sdfgi_update ( RID p_render_buffers , RID p_environment , const Vector3 & p_world_position ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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bool needs_sdfgi = p_environment . is_valid ( ) & & environment_get_sdfgi_enabled ( p_environment ) ;
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if ( ! needs_sdfgi ) {
if ( rb - > sdfgi ! = nullptr ) {
//erase it
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rb - > sdfgi - > erase ( ) ;
memdelete ( rb - > sdfgi ) ;
rb - > sdfgi = nullptr ;
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}
return ;
}
static const uint32_t history_frames_to_converge [ RS : : ENV_SDFGI_CONVERGE_MAX ] = { 5 , 10 , 15 , 20 , 25 , 30 } ;
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uint32_t requested_history_size = history_frames_to_converge [ gi . sdfgi_frames_to_converge ] ;
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if ( rb - > sdfgi & & ( rb - > sdfgi - > num_cascades ! = environment_get_sdfgi_cascades ( p_environment ) | | rb - > sdfgi - > min_cell_size ! = environment_get_sdfgi_min_cell_size ( p_environment ) | | requested_history_size ! = rb - > sdfgi - > history_size | | rb - > sdfgi - > uses_occlusion ! = environment_get_sdfgi_use_occlusion ( p_environment ) | | rb - > sdfgi - > y_scale_mode ! = environment_get_sdfgi_y_scale ( p_environment ) ) ) {
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//configuration changed, erase
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rb - > sdfgi - > erase ( ) ;
memdelete ( rb - > sdfgi ) ;
rb - > sdfgi = nullptr ;
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}
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RendererRD : : GI : : SDFGI * sdfgi = rb - > sdfgi ;
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if ( sdfgi = = nullptr ) {
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// re-create
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rb - > sdfgi = gi . create_sdfgi ( p_environment , p_world_position , requested_history_size ) ;
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} else {
//check for updates
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rb - > sdfgi - > update ( p_environment , p_world_position ) ;
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}
}
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int RendererSceneRenderRD : : sdfgi_get_pending_region_count ( RID p_render_buffers ) const {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( rb = = nullptr , 0 ) ;
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if ( rb - > sdfgi = = nullptr ) {
return 0 ;
}
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int dirty_count = 0 ;
for ( uint32_t i = 0 ; i < rb - > sdfgi - > cascades . size ( ) ; i + + ) {
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const RendererRD : : GI : : SDFGI : : Cascade & c = rb - > sdfgi - > cascades [ i ] ;
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if ( c . dirty_regions = = RendererRD : : GI : : SDFGI : : Cascade : : DIRTY_ALL ) {
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dirty_count + + ;
} else {
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for ( int j = 0 ; j < 3 ; j + + ) {
if ( c . dirty_regions [ j ] ! = 0 ) {
dirty_count + + ;
}
}
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}
}
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return dirty_count ;
}
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AABB RendererSceneRenderRD : : sdfgi_get_pending_region_bounds ( RID p_render_buffers , int p_region ) const {
AABB bounds ;
Vector3i from ;
Vector3i size ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( rb = = nullptr , AABB ( ) ) ;
ERR_FAIL_COND_V ( rb - > sdfgi = = nullptr , AABB ( ) ) ;
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int c = rb - > sdfgi - > get_pending_region_data ( p_region , from , size , bounds ) ;
ERR_FAIL_COND_V ( c = = - 1 , AABB ( ) ) ;
return bounds ;
}
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uint32_t RendererSceneRenderRD : : sdfgi_get_pending_region_cascade ( RID p_render_buffers , int p_region ) const {
AABB bounds ;
Vector3i from ;
Vector3i size ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( rb = = nullptr , - 1 ) ;
ERR_FAIL_COND_V ( rb - > sdfgi = = nullptr , - 1 ) ;
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return rb - > sdfgi - > get_pending_region_data ( p_region , from , size , bounds ) ;
}
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RID RendererSceneRenderRD : : sky_allocate ( ) {
return sky . allocate_sky_rid ( ) ;
}
void RendererSceneRenderRD : : sky_initialize ( RID p_rid ) {
sky . initialize_sky_rid ( p_rid ) ;
}
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void RendererSceneRenderRD : : sky_set_radiance_size ( RID p_sky , int p_radiance_size ) {
sky . sky_set_radiance_size ( p_sky , p_radiance_size ) ;
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}
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void RendererSceneRenderRD : : sky_set_mode ( RID p_sky , RS : : SkyMode p_mode ) {
sky . sky_set_mode ( p_sky , p_mode ) ;
}
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void RendererSceneRenderRD : : sky_set_material ( RID p_sky , RID p_material ) {
sky . sky_set_material ( p_sky , p_material ) ;
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}
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Ref < Image > RendererSceneRenderRD : : sky_bake_panorama ( RID p_sky , float p_energy , bool p_bake_irradiance , const Size2i & p_size ) {
return sky . sky_bake_panorama ( p_sky , p_energy , p_bake_irradiance , p_size ) ;
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}
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void RendererSceneRenderRD : : environment_glow_set_use_bicubic_upscale ( bool p_enable ) {
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glow_bicubic_upscale = p_enable ;
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}
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void RendererSceneRenderRD : : environment_glow_set_use_high_quality ( bool p_enable ) {
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glow_high_quality = p_enable ;
}
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void RendererSceneRenderRD : : environment_set_volumetric_fog_volume_size ( int p_size , int p_depth ) {
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volumetric_fog_size = p_size ;
volumetric_fog_depth = p_depth ;
}
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void RendererSceneRenderRD : : environment_set_volumetric_fog_filter_active ( bool p_enable ) {
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volumetric_fog_filter_active = p_enable ;
}
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void RendererSceneRenderRD : : environment_set_sdfgi_ray_count ( RS : : EnvironmentSDFGIRayCount p_ray_count ) {
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gi . sdfgi_ray_count = p_ray_count ;
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}
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void RendererSceneRenderRD : : environment_set_sdfgi_frames_to_converge ( RS : : EnvironmentSDFGIFramesToConverge p_frames ) {
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gi . sdfgi_frames_to_converge = p_frames ;
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}
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void RendererSceneRenderRD : : environment_set_sdfgi_frames_to_update_light ( RS : : EnvironmentSDFGIFramesToUpdateLight p_update ) {
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gi . sdfgi_frames_to_update_light = p_update ;
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}
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void RendererSceneRenderRD : : environment_set_ssr_roughness_quality ( RS : : EnvironmentSSRRoughnessQuality p_quality ) {
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ssr_roughness_quality = p_quality ;
}
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RS : : EnvironmentSSRRoughnessQuality RendererSceneRenderRD : : environment_get_ssr_roughness_quality ( ) const {
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return ssr_roughness_quality ;
}
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void RendererSceneRenderRD : : environment_set_ssao_quality ( RS : : EnvironmentSSAOQuality p_quality , bool p_half_size , float p_adaptive_target , int p_blur_passes , float p_fadeout_from , float p_fadeout_to ) {
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ssao_quality = p_quality ;
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ssao_half_size = p_half_size ;
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ssao_adaptive_target = p_adaptive_target ;
ssao_blur_passes = p_blur_passes ;
ssao_fadeout_from = p_fadeout_from ;
ssao_fadeout_to = p_fadeout_to ;
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}
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void RendererSceneRenderRD : : environment_set_ssil_quality ( RS : : EnvironmentSSILQuality p_quality , bool p_half_size , float p_adaptive_target , int p_blur_passes , float p_fadeout_from , float p_fadeout_to ) {
ssil_quality = p_quality ;
ssil_half_size = p_half_size ;
ssil_adaptive_target = p_adaptive_target ;
ssil_blur_passes = p_blur_passes ;
ssil_fadeout_from = p_fadeout_from ;
ssil_fadeout_to = p_fadeout_to ;
}
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Ref < Image > RendererSceneRenderRD : : environment_bake_panorama ( RID p_env , bool p_bake_irradiance , const Size2i & p_size ) {
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ERR_FAIL_COND_V ( p_env . is_null ( ) , Ref < Image > ( ) ) ;
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RS : : EnvironmentBG environment_background = environment_get_background ( p_env ) ;
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if ( environment_background = = RS : : ENV_BG_CAMERA_FEED | | environment_background = = RS : : ENV_BG_CANVAS | | environment_background = = RS : : ENV_BG_KEEP ) {
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return Ref < Image > ( ) ; //nothing to bake
}
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RS : : EnvironmentAmbientSource ambient_source = environment_get_ambient_source ( p_env ) ;
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bool use_ambient_light = false ;
bool use_cube_map = false ;
if ( ambient_source = = RS : : ENV_AMBIENT_SOURCE_BG & & ( environment_background = = RS : : ENV_BG_CLEAR_COLOR | | environment_background = = RS : : ENV_BG_COLOR ) ) {
use_ambient_light = true ;
} else {
use_cube_map = ( ambient_source = = RS : : ENV_AMBIENT_SOURCE_BG & & environment_background = = RS : : ENV_BG_SKY ) | | ambient_source = = RS : : ENV_AMBIENT_SOURCE_SKY ;
use_ambient_light = use_cube_map | | ambient_source = = RS : : ENV_AMBIENT_SOURCE_COLOR ;
}
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use_cube_map = use_cube_map | | ( environment_background = = RS : : ENV_BG_SKY & & environment_get_sky ( p_env ) . is_valid ( ) ) ;
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Color ambient_color ;
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float ambient_color_sky_mix = 0.0 ;
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if ( use_ambient_light ) {
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ambient_color_sky_mix = environment_get_ambient_sky_contribution ( p_env ) ;
const float ambient_energy = environment_get_ambient_light_energy ( p_env ) ;
ambient_color = environment_get_ambient_light ( p_env ) ;
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ambient_color = ambient_color . srgb_to_linear ( ) ;
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ambient_color . r * = ambient_energy ;
ambient_color . g * = ambient_energy ;
ambient_color . b * = ambient_energy ;
}
if ( use_cube_map ) {
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Ref < Image > panorama = sky_bake_panorama ( environment_get_sky ( p_env ) , environment_get_bg_energy ( p_env ) , p_bake_irradiance , p_size ) ;
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if ( use_ambient_light ) {
for ( int x = 0 ; x < p_size . width ; x + + ) {
for ( int y = 0 ; y < p_size . height ; y + + ) {
panorama - > set_pixel ( x , y , ambient_color . lerp ( panorama - > get_pixel ( x , y ) , ambient_color_sky_mix ) ) ;
}
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}
}
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return panorama ;
} else {
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const float bg_energy = environment_get_bg_energy ( p_env ) ;
Color panorama_color = ( ( environment_background = = RS : : ENV_BG_CLEAR_COLOR ) ? RSG : : texture_storage - > get_default_clear_color ( ) : environment_get_bg_color ( p_env ) ) ;
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panorama_color = panorama_color . srgb_to_linear ( ) ;
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panorama_color . r * = bg_energy ;
panorama_color . g * = bg_energy ;
panorama_color . b * = bg_energy ;
if ( use_ambient_light ) {
panorama_color = ambient_color . lerp ( panorama_color , ambient_color_sky_mix ) ;
}
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Ref < Image > panorama ;
panorama . instantiate ( ) ;
panorama - > create ( p_size . width , p_size . height , false , Image : : FORMAT_RGBAF ) ;
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panorama - > fill ( panorama_color ) ;
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return panorama ;
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}
return Ref < Image > ( ) ;
}
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////////////////////////////////////////////////////////////
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RID RendererSceneRenderRD : : fog_volume_instance_create ( RID p_fog_volume ) {
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return RendererRD : : Fog : : get_singleton ( ) - > fog_volume_instance_create ( p_fog_volume ) ;
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}
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void RendererSceneRenderRD : : fog_volume_instance_set_transform ( RID p_fog_volume_instance , const Transform3D & p_transform ) {
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RendererRD : : Fog : : FogVolumeInstance * fvi = RendererRD : : Fog : : get_singleton ( ) - > get_fog_volume_instance ( p_fog_volume_instance ) ;
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ERR_FAIL_COND ( ! fvi ) ;
fvi - > transform = p_transform ;
}
void RendererSceneRenderRD : : fog_volume_instance_set_active ( RID p_fog_volume_instance , bool p_active ) {
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RendererRD : : Fog : : FogVolumeInstance * fvi = RendererRD : : Fog : : get_singleton ( ) - > get_fog_volume_instance ( p_fog_volume_instance ) ;
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ERR_FAIL_COND ( ! fvi ) ;
fvi - > active = p_active ;
}
RID RendererSceneRenderRD : : fog_volume_instance_get_volume ( RID p_fog_volume_instance ) const {
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RendererRD : : Fog : : FogVolumeInstance * fvi = RendererRD : : Fog : : get_singleton ( ) - > get_fog_volume_instance ( p_fog_volume_instance ) ;
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ERR_FAIL_COND_V ( ! fvi , RID ( ) ) ;
return fvi - > volume ;
}
Vector3 RendererSceneRenderRD : : fog_volume_instance_get_position ( RID p_fog_volume_instance ) const {
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RendererRD : : Fog : : FogVolumeInstance * fvi = RendererRD : : Fog : : get_singleton ( ) - > get_fog_volume_instance ( p_fog_volume_instance ) ;
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ERR_FAIL_COND_V ( ! fvi , Vector3 ( ) ) ;
return fvi - > transform . get_origin ( ) ;
}
////////////////////////////////////////////////////////////
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RID RendererSceneRenderRD : : reflection_atlas_create ( ) {
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ReflectionAtlas ra ;
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ra . count = GLOBAL_GET ( " rendering/reflections/reflection_atlas/reflection_count " ) ;
ra . size = GLOBAL_GET ( " rendering/reflections/reflection_atlas/reflection_size " ) ;
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if ( is_clustered_enabled ( ) ) {
ra . cluster_builder = memnew ( ClusterBuilderRD ) ;
ra . cluster_builder - > set_shared ( & cluster_builder_shared ) ;
ra . cluster_builder - > setup ( Size2i ( ra . size , ra . size ) , max_cluster_elements , RID ( ) , RID ( ) , RID ( ) ) ;
} else {
ra . cluster_builder = nullptr ;
}
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return reflection_atlas_owner . make_rid ( ra ) ;
}
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void RendererSceneRenderRD : : reflection_atlas_set_size ( RID p_ref_atlas , int p_reflection_size , int p_reflection_count ) {
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ReflectionAtlas * ra = reflection_atlas_owner . get_or_null ( p_ref_atlas ) ;
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ERR_FAIL_COND ( ! ra ) ;
if ( ra - > size = = p_reflection_size & & ra - > count = = p_reflection_count ) {
return ; //no changes
}
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if ( ra - > cluster_builder ) {
// only if we're using our cluster
ra - > cluster_builder - > setup ( Size2i ( ra - > size , ra - > size ) , max_cluster_elements , RID ( ) , RID ( ) , RID ( ) ) ;
}
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ra - > size = p_reflection_size ;
ra - > count = p_reflection_count ;
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if ( ra - > reflection . is_valid ( ) ) {
//clear and invalidate everything
RD : : get_singleton ( ) - > free ( ra - > reflection ) ;
ra - > reflection = RID ( ) ;
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RD : : get_singleton ( ) - > free ( ra - > depth_buffer ) ;
ra - > depth_buffer = RID ( ) ;
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for ( int i = 0 ; i < ra - > reflections . size ( ) ; i + + ) {
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ra - > reflections . write [ i ] . data . clear_reflection_data ( ) ;
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if ( ra - > reflections [ i ] . owner . is_null ( ) ) {
continue ;
}
reflection_probe_release_atlas_index ( ra - > reflections [ i ] . owner ) ;
//rp->atlasindex clear
}
ra - > reflections . clear ( ) ;
}
}
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int RendererSceneRenderRD : : reflection_atlas_get_size ( RID p_ref_atlas ) const {
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ReflectionAtlas * ra = reflection_atlas_owner . get_or_null ( p_ref_atlas ) ;
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ERR_FAIL_COND_V ( ! ra , 0 ) ;
return ra - > size ;
}
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////////////////////////
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RID RendererSceneRenderRD : : reflection_probe_instance_create ( RID p_probe ) {
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ReflectionProbeInstance rpi ;
rpi . probe = p_probe ;
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rpi . forward_id = _allocate_forward_id ( FORWARD_ID_TYPE_REFLECTION_PROBE ) ;
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return reflection_probe_instance_owner . make_rid ( rpi ) ;
}
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void RendererSceneRenderRD : : reflection_probe_instance_set_transform ( RID p_instance , const Transform3D & p_transform ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! rpi ) ;
rpi - > transform = p_transform ;
rpi - > dirty = true ;
}
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void RendererSceneRenderRD : : reflection_probe_release_atlas_index ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! rpi ) ;
if ( rpi - > atlas . is_null ( ) ) {
return ; //nothing to release
}
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ReflectionAtlas * atlas = reflection_atlas_owner . get_or_null ( rpi - > atlas ) ;
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ERR_FAIL_COND ( ! atlas ) ;
ERR_FAIL_INDEX ( rpi - > atlas_index , atlas - > reflections . size ( ) ) ;
atlas - > reflections . write [ rpi - > atlas_index ] . owner = RID ( ) ;
rpi - > atlas_index = - 1 ;
rpi - > atlas = RID ( ) ;
}
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bool RendererSceneRenderRD : : reflection_probe_instance_needs_redraw ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , false ) ;
if ( rpi - > rendering ) {
return false ;
}
if ( rpi - > dirty ) {
return true ;
}
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if ( RSG : : light_storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS ) {
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return true ;
}
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return rpi - > atlas_index = = - 1 ;
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}
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bool RendererSceneRenderRD : : reflection_probe_instance_has_reflection ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , false ) ;
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return rpi - > atlas . is_valid ( ) ;
}
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bool RendererSceneRenderRD : : reflection_probe_instance_begin_render ( RID p_instance , RID p_reflection_atlas ) {
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ReflectionAtlas * atlas = reflection_atlas_owner . get_or_null ( p_reflection_atlas ) ;
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ERR_FAIL_COND_V ( ! atlas , false ) ;
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , false ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Reflection probe render " ) ;
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if ( RSG : : light_storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS & & atlas - > reflection . is_valid ( ) & & atlas - > size ! = 256 ) {
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WARN_PRINT ( " ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings. " ) ;
reflection_atlas_set_size ( p_reflection_atlas , 256 , atlas - > count ) ;
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}
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if ( RSG : : light_storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS & & atlas - > reflection . is_valid ( ) & & atlas - > reflections [ 0 ] . data . layers [ 0 ] . mipmaps . size ( ) ! = 8 ) {
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// Invalidate reflection atlas, need to regenerate
RD : : get_singleton ( ) - > free ( atlas - > reflection ) ;
atlas - > reflection = RID ( ) ;
for ( int i = 0 ; i < atlas - > reflections . size ( ) ; i + + ) {
if ( atlas - > reflections [ i ] . owner . is_null ( ) ) {
continue ;
}
reflection_probe_release_atlas_index ( atlas - > reflections [ i ] . owner ) ;
}
atlas - > reflections . clear ( ) ;
}
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if ( atlas - > reflection . is_null ( ) ) {
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int mipmaps = MIN ( sky . roughness_layers , Image : : get_image_required_mipmaps ( atlas - > size , atlas - > size , Image : : FORMAT_RGBAH ) + 1 ) ;
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mipmaps = RSG : : light_storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps ; // always use 8 mipmaps with real time filtering
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{
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//reflection atlas was unused, create:
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RD : : TextureFormat tf ;
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tf . array_layers = 6 * atlas - > count ;
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tf . format = _render_buffers_get_color_format ( ) ;
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tf . texture_type = RD : : TEXTURE_TYPE_CUBE_ARRAY ;
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tf . mipmaps = mipmaps ;
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tf . width = atlas - > size ;
tf . height = atlas - > size ;
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tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT | ( _render_buffers_can_be_storage ( ) ? RD : : TEXTURE_USAGE_STORAGE_BIT : 0 ) ;
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atlas - > reflection = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
{
RD : : TextureFormat tf ;
tf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D32_SFLOAT , RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ? RD : : DATA_FORMAT_D32_SFLOAT : RD : : DATA_FORMAT_X8_D24_UNORM_PACK32 ;
tf . width = atlas - > size ;
tf . height = atlas - > size ;
tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
atlas - > depth_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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}
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atlas - > reflections . resize ( atlas - > count ) ;
for ( int i = 0 ; i < atlas - > count ; i + + ) {
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atlas - > reflections . write [ i ] . data . update_reflection_data ( atlas - > size , mipmaps , false , atlas - > reflection , i * 6 , RSG : : light_storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS , sky . roughness_layers , _render_buffers_get_color_format ( ) ) ;
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for ( int j = 0 ; j < 6 ; j + + ) {
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atlas - > reflections . write [ i ] . fbs [ j ] = reflection_probe_create_framebuffer ( atlas - > reflections . write [ i ] . data . layers [ 0 ] . mipmaps [ 0 ] . views [ j ] , atlas - > depth_buffer ) ;
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}
}
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Vector < RID > fb ;
fb . push_back ( atlas - > depth_buffer ) ;
atlas - > depth_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
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}
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if ( rpi - > atlas_index = = - 1 ) {
for ( int i = 0 ; i < atlas - > reflections . size ( ) ; i + + ) {
if ( atlas - > reflections [ i ] . owner . is_null ( ) ) {
rpi - > atlas_index = i ;
break ;
}
}
//find the one used last
if ( rpi - > atlas_index = = - 1 ) {
//everything is in use, find the one least used via LRU
uint64_t pass_min = 0 ;
for ( int i = 0 ; i < atlas - > reflections . size ( ) ; i + + ) {
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ReflectionProbeInstance * rpi2 = reflection_probe_instance_owner . get_or_null ( atlas - > reflections [ i ] . owner ) ;
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if ( rpi2 - > last_pass < pass_min ) {
pass_min = rpi2 - > last_pass ;
rpi - > atlas_index = i ;
}
}
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}
}
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if ( rpi - > atlas_index ! = - 1 ) { // should we fail if this is still -1 ?
atlas - > reflections . write [ rpi - > atlas_index ] . owner = p_instance ;
}
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rpi - > atlas = p_reflection_atlas ;
rpi - > rendering = true ;
rpi - > dirty = false ;
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rpi - > processing_layer = 1 ;
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rpi - > processing_side = 0 ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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return true ;
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}
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RID RendererSceneRenderRD : : reflection_probe_create_framebuffer ( RID p_color , RID p_depth ) {
Vector < RID > fb ;
fb . push_back ( p_color ) ;
fb . push_back ( p_depth ) ;
return RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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bool RendererSceneRenderRD : : reflection_probe_instance_postprocess_step ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , false ) ;
ERR_FAIL_COND_V ( ! rpi - > rendering , false ) ;
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ERR_FAIL_COND_V ( rpi - > atlas . is_null ( ) , false ) ;
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ReflectionAtlas * atlas = reflection_atlas_owner . get_or_null ( rpi - > atlas ) ;
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if ( ! atlas | | rpi - > atlas_index = = - 1 ) {
//does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
rpi - > rendering = false ;
return false ;
}
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if ( RSG : : light_storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS ) {
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// Using real time reflections, all roughness is done in one step
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atlas - > reflections . write [ rpi - > atlas_index ] . data . create_reflection_fast_filter ( false ) ;
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rpi - > rendering = false ;
rpi - > processing_side = 0 ;
rpi - > processing_layer = 1 ;
return true ;
}
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if ( rpi - > processing_layer > 1 ) {
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atlas - > reflections . write [ rpi - > atlas_index ] . data . create_reflection_importance_sample ( false , 10 , rpi - > processing_layer , sky . sky_ggx_samples_quality ) ;
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rpi - > processing_layer + + ;
if ( rpi - > processing_layer = = atlas - > reflections [ rpi - > atlas_index ] . data . layers [ 0 ] . mipmaps . size ( ) ) {
rpi - > rendering = false ;
rpi - > processing_side = 0 ;
rpi - > processing_layer = 1 ;
return true ;
}
return false ;
} else {
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atlas - > reflections . write [ rpi - > atlas_index ] . data . create_reflection_importance_sample ( false , rpi - > processing_side , rpi - > processing_layer , sky . sky_ggx_samples_quality ) ;
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}
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rpi - > processing_side + + ;
if ( rpi - > processing_side = = 6 ) {
rpi - > processing_side = 0 ;
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rpi - > processing_layer + + ;
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}
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return false ;
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}
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uint32_t RendererSceneRenderRD : : reflection_probe_instance_get_resolution ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , 0 ) ;
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ReflectionAtlas * atlas = reflection_atlas_owner . get_or_null ( rpi - > atlas ) ;
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ERR_FAIL_COND_V ( ! atlas , 0 ) ;
return atlas - > size ;
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}
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RID RendererSceneRenderRD : : reflection_probe_instance_get_framebuffer ( RID p_instance , int p_index ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , RID ( ) ) ;
ERR_FAIL_INDEX_V ( p_index , 6 , RID ( ) ) ;
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ReflectionAtlas * atlas = reflection_atlas_owner . get_or_null ( rpi - > atlas ) ;
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ERR_FAIL_COND_V ( ! atlas , RID ( ) ) ;
return atlas - > reflections [ rpi - > atlas_index ] . fbs [ p_index ] ;
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}
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RID RendererSceneRenderRD : : reflection_probe_instance_get_depth_framebuffer ( RID p_instance , int p_index ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , RID ( ) ) ;
ERR_FAIL_INDEX_V ( p_index , 6 , RID ( ) ) ;
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ReflectionAtlas * atlas = reflection_atlas_owner . get_or_null ( rpi - > atlas ) ;
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ERR_FAIL_COND_V ( ! atlas , RID ( ) ) ;
return atlas - > depth_fb ;
}
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///////////////////////////////////////////////////////////
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RID RendererSceneRenderRD : : shadow_atlas_create ( ) {
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return shadow_atlas_owner . make_rid ( ShadowAtlas ( ) ) ;
}
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void RendererSceneRenderRD : : _update_shadow_atlas ( ShadowAtlas * shadow_atlas ) {
if ( shadow_atlas - > size > 0 & & shadow_atlas - > depth . is_null ( ) ) {
RD : : TextureFormat tf ;
tf . format = shadow_atlas - > use_16_bits ? RD : : DATA_FORMAT_D16_UNORM : RD : : DATA_FORMAT_D32_SFLOAT ;
tf . width = shadow_atlas - > size ;
tf . height = shadow_atlas - > size ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ;
shadow_atlas - > depth = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
Vector < RID > fb_tex ;
fb_tex . push_back ( shadow_atlas - > depth ) ;
shadow_atlas - > fb = RD : : get_singleton ( ) - > framebuffer_create ( fb_tex ) ;
}
}
void RendererSceneRenderRD : : shadow_atlas_set_size ( RID p_atlas , int p_size , bool p_16_bits ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( p_atlas ) ;
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ERR_FAIL_COND ( ! shadow_atlas ) ;
ERR_FAIL_COND ( p_size < 0 ) ;
p_size = next_power_of_2 ( p_size ) ;
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if ( p_size = = shadow_atlas - > size & & p_16_bits = = shadow_atlas - > use_16_bits ) {
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return ;
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}
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// erasing atlas
if ( shadow_atlas - > depth . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( shadow_atlas - > depth ) ;
shadow_atlas - > depth = RID ( ) ;
}
for ( int i = 0 ; i < 4 ; i + + ) {
//clear subdivisions
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shadow_atlas - > quadrants [ i ] . shadows . clear ( ) ;
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shadow_atlas - > quadrants [ i ] . shadows . resize ( 1 < < shadow_atlas - > quadrants [ i ] . subdivision ) ;
}
//erase shadow atlas reference from lights
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for ( const KeyValue < RID , uint32_t > & E : shadow_atlas - > shadow_owners ) {
LightInstance * li = light_instance_owner . get_or_null ( E . key ) ;
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ERR_CONTINUE ( ! li ) ;
li - > shadow_atlases . erase ( p_atlas ) ;
}
//clear owners
shadow_atlas - > shadow_owners . clear ( ) ;
shadow_atlas - > size = p_size ;
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shadow_atlas - > use_16_bits = p_16_bits ;
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}
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void RendererSceneRenderRD : : shadow_atlas_set_quadrant_subdivision ( RID p_atlas , int p_quadrant , int p_subdivision ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( p_atlas ) ;
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ERR_FAIL_COND ( ! shadow_atlas ) ;
ERR_FAIL_INDEX ( p_quadrant , 4 ) ;
ERR_FAIL_INDEX ( p_subdivision , 16384 ) ;
uint32_t subdiv = next_power_of_2 ( p_subdivision ) ;
if ( subdiv & 0xaaaaaaaa ) { //sqrt(subdiv) must be integer
subdiv < < = 1 ;
}
subdiv = int ( Math : : sqrt ( ( float ) subdiv ) ) ;
//obtain the number that will be x*x
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if ( shadow_atlas - > quadrants [ p_quadrant ] . subdivision = = subdiv ) {
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return ;
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}
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//erase all data from quadrant
for ( int i = 0 ; i < shadow_atlas - > quadrants [ p_quadrant ] . shadows . size ( ) ; i + + ) {
if ( shadow_atlas - > quadrants [ p_quadrant ] . shadows [ i ] . owner . is_valid ( ) ) {
shadow_atlas - > shadow_owners . erase ( shadow_atlas - > quadrants [ p_quadrant ] . shadows [ i ] . owner ) ;
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LightInstance * li = light_instance_owner . get_or_null ( shadow_atlas - > quadrants [ p_quadrant ] . shadows [ i ] . owner ) ;
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ERR_CONTINUE ( ! li ) ;
li - > shadow_atlases . erase ( p_atlas ) ;
}
}
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shadow_atlas - > quadrants [ p_quadrant ] . shadows . clear ( ) ;
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shadow_atlas - > quadrants [ p_quadrant ] . shadows . resize ( subdiv * subdiv ) ;
shadow_atlas - > quadrants [ p_quadrant ] . subdivision = subdiv ;
//cache the smallest subdiv (for faster allocation in light update)
shadow_atlas - > smallest_subdiv = 1 < < 30 ;
for ( int i = 0 ; i < 4 ; i + + ) {
if ( shadow_atlas - > quadrants [ i ] . subdivision ) {
shadow_atlas - > smallest_subdiv = MIN ( shadow_atlas - > smallest_subdiv , shadow_atlas - > quadrants [ i ] . subdivision ) ;
}
}
if ( shadow_atlas - > smallest_subdiv = = 1 < < 30 ) {
shadow_atlas - > smallest_subdiv = 0 ;
}
//resort the size orders, simple bublesort for 4 elements..
int swaps = 0 ;
do {
swaps = 0 ;
for ( int i = 0 ; i < 3 ; i + + ) {
if ( shadow_atlas - > quadrants [ shadow_atlas - > size_order [ i ] ] . subdivision < shadow_atlas - > quadrants [ shadow_atlas - > size_order [ i + 1 ] ] . subdivision ) {
SWAP ( shadow_atlas - > size_order [ i ] , shadow_atlas - > size_order [ i + 1 ] ) ;
swaps + + ;
}
}
} while ( swaps > 0 ) ;
}
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bool RendererSceneRenderRD : : _shadow_atlas_find_shadow ( ShadowAtlas * shadow_atlas , int * p_in_quadrants , int p_quadrant_count , int p_current_subdiv , uint64_t p_tick , int & r_quadrant , int & r_shadow ) {
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for ( int i = p_quadrant_count - 1 ; i > = 0 ; i - - ) {
int qidx = p_in_quadrants [ i ] ;
if ( shadow_atlas - > quadrants [ qidx ] . subdivision = = ( uint32_t ) p_current_subdiv ) {
return false ;
}
//look for an empty space
int sc = shadow_atlas - > quadrants [ qidx ] . shadows . size ( ) ;
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const ShadowAtlas : : Quadrant : : Shadow * sarr = shadow_atlas - > quadrants [ qidx ] . shadows . ptr ( ) ;
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int found_free_idx = - 1 ; //found a free one
int found_used_idx = - 1 ; //found existing one, must steal it
uint64_t min_pass = 0 ; // pass of the existing one, try to use the least recently used one (LRU fashion)
for ( int j = 0 ; j < sc ; j + + ) {
if ( ! sarr [ j ] . owner . is_valid ( ) ) {
found_free_idx = j ;
break ;
}
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LightInstance * sli = light_instance_owner . get_or_null ( sarr [ j ] . owner ) ;
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ERR_CONTINUE ( ! sli ) ;
if ( sli - > last_scene_pass ! = scene_pass ) {
//was just allocated, don't kill it so soon, wait a bit..
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if ( p_tick - sarr [ j ] . alloc_tick < shadow_atlas_realloc_tolerance_msec ) {
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continue ;
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}
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if ( found_used_idx = = - 1 | | sli - > last_scene_pass < min_pass ) {
found_used_idx = j ;
min_pass = sli - > last_scene_pass ;
}
}
}
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if ( found_free_idx = = - 1 & & found_used_idx = = - 1 ) {
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continue ; //nothing found
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}
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if ( found_free_idx = = - 1 & & found_used_idx ! = - 1 ) {
found_free_idx = found_used_idx ;
}
r_quadrant = qidx ;
r_shadow = found_free_idx ;
return true ;
}
return false ;
}
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bool RendererSceneRenderRD : : _shadow_atlas_find_omni_shadows ( ShadowAtlas * shadow_atlas , int * p_in_quadrants , int p_quadrant_count , int p_current_subdiv , uint64_t p_tick , int & r_quadrant , int & r_shadow ) {
for ( int i = p_quadrant_count - 1 ; i > = 0 ; i - - ) {
int qidx = p_in_quadrants [ i ] ;
if ( shadow_atlas - > quadrants [ qidx ] . subdivision = = ( uint32_t ) p_current_subdiv ) {
return false ;
}
//look for an empty space
int sc = shadow_atlas - > quadrants [ qidx ] . shadows . size ( ) ;
const ShadowAtlas : : Quadrant : : Shadow * sarr = shadow_atlas - > quadrants [ qidx ] . shadows . ptr ( ) ;
int found_idx = - 1 ;
uint64_t min_pass = 0 ; // sum of currently selected spots, try to get the least recently used pair
for ( int j = 0 ; j < sc - 1 ; j + + ) {
uint64_t pass = 0 ;
if ( sarr [ j ] . owner . is_valid ( ) ) {
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LightInstance * sli = light_instance_owner . get_or_null ( sarr [ j ] . owner ) ;
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ERR_CONTINUE ( ! sli ) ;
if ( sli - > last_scene_pass = = scene_pass ) {
continue ;
}
//was just allocated, don't kill it so soon, wait a bit..
if ( p_tick - sarr [ j ] . alloc_tick < shadow_atlas_realloc_tolerance_msec ) {
continue ;
}
pass + = sli - > last_scene_pass ;
}
if ( sarr [ j + 1 ] . owner . is_valid ( ) ) {
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LightInstance * sli = light_instance_owner . get_or_null ( sarr [ j + 1 ] . owner ) ;
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ERR_CONTINUE ( ! sli ) ;
if ( sli - > last_scene_pass = = scene_pass ) {
continue ;
}
//was just allocated, don't kill it so soon, wait a bit..
if ( p_tick - sarr [ j + 1 ] . alloc_tick < shadow_atlas_realloc_tolerance_msec ) {
continue ;
}
pass + = sli - > last_scene_pass ;
}
if ( found_idx = = - 1 | | pass < min_pass ) {
found_idx = j ;
min_pass = pass ;
// we found two empty spots, no need to check the rest
if ( pass = = 0 ) {
break ;
}
}
}
if ( found_idx = = - 1 ) {
continue ; //nothing found
}
r_quadrant = qidx ;
r_shadow = found_idx ;
return true ;
}
return false ;
}
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bool RendererSceneRenderRD : : shadow_atlas_update_light ( RID p_atlas , RID p_light_instance , float p_coverage , uint64_t p_light_version ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( p_atlas ) ;
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ERR_FAIL_COND_V ( ! shadow_atlas , false ) ;
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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ERR_FAIL_COND_V ( ! li , false ) ;
if ( shadow_atlas - > size = = 0 | | shadow_atlas - > smallest_subdiv = = 0 ) {
return false ;
}
uint32_t quad_size = shadow_atlas - > size > > 1 ;
int desired_fit = MIN ( quad_size / shadow_atlas - > smallest_subdiv , next_power_of_2 ( quad_size * p_coverage ) ) ;
int valid_quadrants [ 4 ] ;
int valid_quadrant_count = 0 ;
int best_size = - 1 ; //best size found
int best_subdiv = - 1 ; //subdiv for the best size
//find the quadrants this fits into, and the best possible size it can fit into
for ( int i = 0 ; i < 4 ; i + + ) {
int q = shadow_atlas - > size_order [ i ] ;
int sd = shadow_atlas - > quadrants [ q ] . subdivision ;
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if ( sd = = 0 ) {
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continue ; //unused
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}
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int max_fit = quad_size / sd ;
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if ( best_size ! = - 1 & & max_fit > best_size ) {
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break ; //too large
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}
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valid_quadrants [ valid_quadrant_count + + ] = q ;
best_subdiv = sd ;
if ( max_fit > = desired_fit ) {
best_size = max_fit ;
}
}
ERR_FAIL_COND_V ( valid_quadrant_count = = 0 , false ) ;
uint64_t tick = OS : : get_singleton ( ) - > get_ticks_msec ( ) ;
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uint32_t old_key = ShadowAtlas : : SHADOW_INVALID ;
uint32_t old_quadrant = ShadowAtlas : : SHADOW_INVALID ;
uint32_t old_shadow = ShadowAtlas : : SHADOW_INVALID ;
int old_subdivision = - 1 ;
bool should_realloc = false ;
bool should_redraw = false ;
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if ( shadow_atlas - > shadow_owners . has ( p_light_instance ) ) {
old_key = shadow_atlas - > shadow_owners [ p_light_instance ] ;
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old_quadrant = ( old_key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
old_shadow = old_key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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should_realloc = shadow_atlas - > quadrants [ old_quadrant ] . subdivision ! = ( uint32_t ) best_subdiv & & ( shadow_atlas - > quadrants [ old_quadrant ] . shadows [ old_shadow ] . alloc_tick - tick > shadow_atlas_realloc_tolerance_msec ) ;
should_redraw = shadow_atlas - > quadrants [ old_quadrant ] . shadows [ old_shadow ] . version ! = p_light_version ;
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if ( ! should_realloc ) {
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shadow_atlas - > quadrants [ old_quadrant ] . shadows . write [ old_shadow ] . version = p_light_version ;
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//already existing, see if it should redraw or it's just OK
return should_redraw ;
}
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old_subdivision = shadow_atlas - > quadrants [ old_quadrant ] . subdivision ;
}
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bool is_omni = li - > light_type = = RS : : LIGHT_OMNI ;
bool found_shadow = false ;
int new_quadrant = - 1 ;
int new_shadow = - 1 ;
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if ( is_omni ) {
found_shadow = _shadow_atlas_find_omni_shadows ( shadow_atlas , valid_quadrants , valid_quadrant_count , old_subdivision , tick , new_quadrant , new_shadow ) ;
} else {
found_shadow = _shadow_atlas_find_shadow ( shadow_atlas , valid_quadrants , valid_quadrant_count , old_subdivision , tick , new_quadrant , new_shadow ) ;
}
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if ( found_shadow ) {
if ( old_quadrant ! = ShadowAtlas : : SHADOW_INVALID ) {
shadow_atlas - > quadrants [ old_quadrant ] . shadows . write [ old_shadow ] . version = 0 ;
shadow_atlas - > quadrants [ old_quadrant ] . shadows . write [ old_shadow ] . owner = RID ( ) ;
if ( old_key & ShadowAtlas : : OMNI_LIGHT_FLAG ) {
shadow_atlas - > quadrants [ old_quadrant ] . shadows . write [ old_shadow + 1 ] . version = 0 ;
shadow_atlas - > quadrants [ old_quadrant ] . shadows . write [ old_shadow + 1 ] . owner = RID ( ) ;
}
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}
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uint32_t new_key = new_quadrant < < ShadowAtlas : : QUADRANT_SHIFT ;
new_key | = new_shadow ;
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ShadowAtlas : : Quadrant : : Shadow * sh = & shadow_atlas - > quadrants [ new_quadrant ] . shadows . write [ new_shadow ] ;
_shadow_atlas_invalidate_shadow ( sh , p_atlas , shadow_atlas , new_quadrant , new_shadow ) ;
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sh - > owner = p_light_instance ;
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sh - > alloc_tick = tick ;
sh - > version = p_light_version ;
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if ( is_omni ) {
new_key | = ShadowAtlas : : OMNI_LIGHT_FLAG ;
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int new_omni_shadow = new_shadow + 1 ;
ShadowAtlas : : Quadrant : : Shadow * extra_sh = & shadow_atlas - > quadrants [ new_quadrant ] . shadows . write [ new_omni_shadow ] ;
_shadow_atlas_invalidate_shadow ( extra_sh , p_atlas , shadow_atlas , new_quadrant , new_omni_shadow ) ;
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extra_sh - > owner = p_light_instance ;
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extra_sh - > alloc_tick = tick ;
extra_sh - > version = p_light_version ;
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}
li - > shadow_atlases . insert ( p_atlas ) ;
//update it in map
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shadow_atlas - > shadow_owners [ p_light_instance ] = new_key ;
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//make it dirty, as it should redraw anyway
return true ;
}
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return should_redraw ;
}
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void RendererSceneRenderRD : : _shadow_atlas_invalidate_shadow ( RendererSceneRenderRD : : ShadowAtlas : : Quadrant : : Shadow * p_shadow , RID p_atlas , RendererSceneRenderRD : : ShadowAtlas * p_shadow_atlas , uint32_t p_quadrant , uint32_t p_shadow_idx ) {
if ( p_shadow - > owner . is_valid ( ) ) {
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LightInstance * sli = light_instance_owner . get_or_null ( p_shadow - > owner ) ;
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uint32_t old_key = p_shadow_atlas - > shadow_owners [ p_shadow - > owner ] ;
if ( old_key & ShadowAtlas : : OMNI_LIGHT_FLAG ) {
uint32_t s = old_key & ShadowAtlas : : SHADOW_INDEX_MASK ;
uint32_t omni_shadow_idx = p_shadow_idx + ( s = = ( uint32_t ) p_shadow_idx ? 1 : - 1 ) ;
RendererSceneRenderRD : : ShadowAtlas : : Quadrant : : Shadow * omni_shadow = & p_shadow_atlas - > quadrants [ p_quadrant ] . shadows . write [ omni_shadow_idx ] ;
omni_shadow - > version = 0 ;
omni_shadow - > owner = RID ( ) ;
}
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p_shadow_atlas - > shadow_owners . erase ( p_shadow - > owner ) ;
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p_shadow - > version = 0 ;
p_shadow - > owner = RID ( ) ;
sli - > shadow_atlases . erase ( p_atlas ) ;
}
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}
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void RendererSceneRenderRD : : _update_directional_shadow_atlas ( ) {
if ( directional_shadow . depth . is_null ( ) & & directional_shadow . size > 0 ) {
RD : : TextureFormat tf ;
tf . format = directional_shadow . use_16_bits ? RD : : DATA_FORMAT_D16_UNORM : RD : : DATA_FORMAT_D32_SFLOAT ;
tf . width = directional_shadow . size ;
tf . height = directional_shadow . size ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ;
directional_shadow . depth = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
Vector < RID > fb_tex ;
fb_tex . push_back ( directional_shadow . depth ) ;
directional_shadow . fb = RD : : get_singleton ( ) - > framebuffer_create ( fb_tex ) ;
}
}
void RendererSceneRenderRD : : directional_shadow_atlas_set_size ( int p_size , bool p_16_bits ) {
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p_size = nearest_power_of_2_templated ( p_size ) ;
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if ( directional_shadow . size = = p_size & & directional_shadow . use_16_bits = = p_16_bits ) {
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return ;
}
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directional_shadow . size = p_size ;
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directional_shadow . use_16_bits = p_16_bits ;
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if ( directional_shadow . depth . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( directional_shadow . depth ) ;
directional_shadow . depth = RID ( ) ;
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_base_uniforms_changed ( ) ;
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}
}
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void RendererSceneRenderRD : : set_directional_shadow_count ( int p_count ) {
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directional_shadow . light_count = p_count ;
directional_shadow . current_light = 0 ;
}
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static Rect2i _get_directional_shadow_rect ( int p_size , int p_shadow_count , int p_shadow_index ) {
int split_h = 1 ;
int split_v = 1 ;
while ( split_h * split_v < p_shadow_count ) {
if ( split_h = = split_v ) {
split_h < < = 1 ;
} else {
split_v < < = 1 ;
}
}
Rect2i rect ( 0 , 0 , p_size , p_size ) ;
rect . size . width / = split_h ;
rect . size . height / = split_v ;
rect . position . x = rect . size . width * ( p_shadow_index % split_h ) ;
rect . position . y = rect . size . height * ( p_shadow_index / split_h ) ;
return rect ;
}
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int RendererSceneRenderRD : : get_directional_light_shadow_size ( RID p_light_intance ) {
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ERR_FAIL_COND_V ( directional_shadow . light_count = = 0 , 0 ) ;
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Rect2i r = _get_directional_shadow_rect ( directional_shadow . size , directional_shadow . light_count , 0 ) ;
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LightInstance * light_instance = light_instance_owner . get_or_null ( p_light_intance ) ;
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ERR_FAIL_COND_V ( ! light_instance , 0 ) ;
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switch ( RSG : : light_storage - > light_directional_get_shadow_mode ( light_instance - > light ) ) {
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case RS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL :
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break ; //none
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case RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS :
r . size . height / = 2 ;
break ;
case RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS :
r . size / = 2 ;
break ;
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}
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return MAX ( r . size . width , r . size . height ) ;
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}
//////////////////////////////////////////////////
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RID RendererSceneRenderRD : : camera_effects_allocate ( ) {
return camera_effects_owner . allocate_rid ( ) ;
}
void RendererSceneRenderRD : : camera_effects_initialize ( RID p_rid ) {
camera_effects_owner . initialize_rid ( p_rid , CameraEffects ( ) ) ;
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}
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void RendererSceneRenderRD : : camera_effects_set_dof_blur_quality ( RS : : DOFBlurQuality p_quality , bool p_use_jitter ) {
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dof_blur_quality = p_quality ;
dof_blur_use_jitter = p_use_jitter ;
}
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void RendererSceneRenderRD : : camera_effects_set_dof_blur_bokeh_shape ( RS : : DOFBokehShape p_shape ) {
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dof_blur_bokeh_shape = p_shape ;
}
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void RendererSceneRenderRD : : camera_effects_set_dof_blur ( RID p_camera_effects , bool p_far_enable , float p_far_distance , float p_far_transition , bool p_near_enable , float p_near_distance , float p_near_transition , float p_amount ) {
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CameraEffects * camfx = camera_effects_owner . get_or_null ( p_camera_effects ) ;
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ERR_FAIL_COND ( ! camfx ) ;
camfx - > dof_blur_far_enabled = p_far_enable ;
camfx - > dof_blur_far_distance = p_far_distance ;
camfx - > dof_blur_far_transition = p_far_transition ;
camfx - > dof_blur_near_enabled = p_near_enable ;
camfx - > dof_blur_near_distance = p_near_distance ;
camfx - > dof_blur_near_transition = p_near_transition ;
camfx - > dof_blur_amount = p_amount ;
}
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void RendererSceneRenderRD : : camera_effects_set_custom_exposure ( RID p_camera_effects , bool p_enable , float p_exposure ) {
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CameraEffects * camfx = camera_effects_owner . get_or_null ( p_camera_effects ) ;
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ERR_FAIL_COND ( ! camfx ) ;
camfx - > override_exposure_enabled = p_enable ;
camfx - > override_exposure = p_exposure ;
}
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RID RendererSceneRenderRD : : light_instance_create ( RID p_light ) {
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RID li = light_instance_owner . make_rid ( LightInstance ( ) ) ;
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LightInstance * light_instance = light_instance_owner . get_or_null ( li ) ;
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light_instance - > self = li ;
light_instance - > light = p_light ;
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light_instance - > light_type = RSG : : light_storage - > light_get_type ( p_light ) ;
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if ( light_instance - > light_type ! = RS : : LIGHT_DIRECTIONAL ) {
light_instance - > forward_id = _allocate_forward_id ( light_instance - > light_type = = RS : : LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT ) ;
}
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return li ;
}
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void RendererSceneRenderRD : : light_instance_set_transform ( RID p_light_instance , const Transform3D & p_transform ) {
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LightInstance * light_instance = light_instance_owner . get_or_null ( p_light_instance ) ;
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ERR_FAIL_COND ( ! light_instance ) ;
light_instance - > transform = p_transform ;
}
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void RendererSceneRenderRD : : light_instance_set_aabb ( RID p_light_instance , const AABB & p_aabb ) {
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LightInstance * light_instance = light_instance_owner . get_or_null ( p_light_instance ) ;
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ERR_FAIL_COND ( ! light_instance ) ;
light_instance - > aabb = p_aabb ;
}
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 RendererSceneRenderRD : : light_instance_set_shadow_transform ( RID p_light_instance , const Projection & p_projection , const Transform3D & p_transform , float p_far , float p_split , int p_pass , float p_shadow_texel_size , float p_bias_scale , float p_range_begin , const Vector2 & p_uv_scale ) {
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LightInstance * light_instance = light_instance_owner . get_or_null ( p_light_instance ) ;
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ERR_FAIL_COND ( ! light_instance ) ;
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ERR_FAIL_INDEX ( p_pass , 6 ) ;
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light_instance - > shadow_transform [ p_pass ] . camera = p_projection ;
light_instance - > shadow_transform [ p_pass ] . transform = p_transform ;
light_instance - > shadow_transform [ p_pass ] . farplane = p_far ;
light_instance - > shadow_transform [ p_pass ] . split = p_split ;
light_instance - > shadow_transform [ p_pass ] . bias_scale = p_bias_scale ;
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light_instance - > shadow_transform [ p_pass ] . range_begin = p_range_begin ;
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light_instance - > shadow_transform [ p_pass ] . shadow_texel_size = p_shadow_texel_size ;
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light_instance - > shadow_transform [ p_pass ] . uv_scale = p_uv_scale ;
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}
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void RendererSceneRenderRD : : light_instance_mark_visible ( RID p_light_instance ) {
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LightInstance * light_instance = light_instance_owner . get_or_null ( p_light_instance ) ;
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ERR_FAIL_COND ( ! light_instance ) ;
light_instance - > last_scene_pass = scene_pass ;
}
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RendererSceneRenderRD : : ShadowCubemap * RendererSceneRenderRD : : _get_shadow_cubemap ( int p_size ) {
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if ( ! shadow_cubemaps . has ( p_size ) ) {
ShadowCubemap sc ;
{
RD : : TextureFormat tf ;
tf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D32_SFLOAT , RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ? RD : : DATA_FORMAT_D32_SFLOAT : RD : : DATA_FORMAT_X8_D24_UNORM_PACK32 ;
tf . width = p_size ;
tf . height = p_size ;
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tf . texture_type = RD : : TEXTURE_TYPE_CUBE ;
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tf . array_layers = 6 ;
tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
sc . cubemap = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
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for ( int i = 0 ; i < 6 ; i + + ) {
RID side_texture = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , sc . cubemap , i , 0 ) ;
Vector < RID > fbtex ;
fbtex . push_back ( side_texture ) ;
sc . side_fb [ i ] = RD : : get_singleton ( ) - > framebuffer_create ( fbtex ) ;
}
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shadow_cubemaps [ p_size ] = sc ;
}
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return & shadow_cubemaps [ p_size ] ;
}
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//////////////////////////
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RID RendererSceneRenderRD : : decal_instance_create ( RID p_decal ) {
DecalInstance di ;
di . decal = p_decal ;
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di . forward_id = _allocate_forward_id ( FORWARD_ID_TYPE_DECAL ) ;
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return decal_instance_owner . make_rid ( di ) ;
}
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void RendererSceneRenderRD : : decal_instance_set_transform ( RID p_decal , const Transform3D & p_transform ) {
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DecalInstance * di = decal_instance_owner . get_or_null ( p_decal ) ;
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ERR_FAIL_COND ( ! di ) ;
di - > transform = p_transform ;
}
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/////////////////////////////////
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RID RendererSceneRenderRD : : lightmap_instance_create ( RID p_lightmap ) {
LightmapInstance li ;
li . lightmap = p_lightmap ;
return lightmap_instance_owner . make_rid ( li ) ;
}
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void RendererSceneRenderRD : : lightmap_instance_set_transform ( RID p_lightmap , const Transform3D & p_transform ) {
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LightmapInstance * li = lightmap_instance_owner . get_or_null ( p_lightmap ) ;
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ERR_FAIL_COND ( ! li ) ;
li - > transform = p_transform ;
}
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/////////////////////////////////
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RID RendererSceneRenderRD : : voxel_gi_instance_create ( RID p_base ) {
return gi . voxel_gi_instance_create ( p_base ) ;
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}
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void RendererSceneRenderRD : : voxel_gi_instance_set_transform_to_data ( RID p_probe , const Transform3D & p_xform ) {
gi . voxel_gi_instance_set_transform_to_data ( p_probe , p_xform ) ;
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}
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bool RendererSceneRenderRD : : voxel_gi_needs_update ( RID p_probe ) const {
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if ( ! is_dynamic_gi_supported ( ) ) {
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return false ;
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}
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return gi . voxel_gi_needs_update ( p_probe ) ;
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}
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void RendererSceneRenderRD : : voxel_gi_update ( RID p_probe , bool p_update_light_instances , const Vector < RID > & p_light_instances , const PagedArray < RenderGeometryInstance * > & p_dynamic_objects ) {
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if ( ! is_dynamic_gi_supported ( ) ) {
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return ;
}
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gi . voxel_gi_update ( p_probe , p_update_light_instances , p_light_instances , p_dynamic_objects , this ) ;
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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 RendererSceneRenderRD : : _debug_sdfgi_probes ( RID p_render_buffers , 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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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
if ( ! rb - > sdfgi ) {
return ; //nothing to debug
}
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rb - > sdfgi - > debug_probes ( p_framebuffer , p_view_count , p_camera_with_transforms , p_will_continue_color , p_will_continue_depth ) ;
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}
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////////////////////////////////
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RID RendererSceneRenderRD : : render_buffers_create ( ) {
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RenderBuffers rb ;
rb . data = _create_render_buffer_data ( ) ;
return render_buffers_owner . make_rid ( rb ) ;
}
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void RendererSceneRenderRD : : _allocate_blur_textures ( RenderBuffers * rb ) {
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ERR_FAIL_COND ( ! rb - > blur [ 0 ] . texture . is_null ( ) ) ;
uint32_t mipmaps_required = Image : : get_image_required_mipmaps ( rb - > width , rb - > height , Image : : FORMAT_RGBAH ) ;
RD : : TextureFormat tf ;
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tf . format = _render_buffers_get_color_format ( ) ; // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
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tf . width = rb - > internal_width ;
tf . height = rb - > internal_height ;
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tf . texture_type = rb - > view_count > 1 ? RD : : TEXTURE_TYPE_2D_ARRAY : RD : : TEXTURE_TYPE_2D ;
tf . array_layers = rb - > view_count ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
if ( _render_buffers_can_be_storage ( ) ) {
tf . usage_bits + = RD : : TEXTURE_USAGE_STORAGE_BIT ;
} else {
tf . usage_bits + = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
}
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tf . mipmaps = mipmaps_required ;
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rb - > sss_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . width = rb - > internal_width ;
tf . height = rb - > internal_height ;
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rb - > blur [ 0 ] . texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
//the second one is smaller (only used for separatable part of blur)
tf . width > > = 1 ;
tf . height > > = 1 ;
tf . mipmaps - - ;
rb - > blur [ 1 ] . texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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for ( uint32_t l = 0 ; l < rb - > view_count ; l + + ) {
RenderBuffers : : Blur : : Layer ll [ 2 ] ;
int base_width = rb - > internal_width ;
int base_height = rb - > internal_height ;
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for ( uint32_t i = 0 ; i < mipmaps_required ; i + + ) {
RenderBuffers : : Blur : : Mipmap mm ;
mm . texture = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > blur [ 0 ] . texture , l , i ) ;
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mm . width = base_width ;
mm . height = base_height ;
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if ( ! _render_buffers_can_be_storage ( ) ) {
Vector < RID > fb ;
fb . push_back ( mm . texture ) ;
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mm . fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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if ( ! _render_buffers_can_be_storage ( ) ) {
// and half texture, this is an intermediate result so just allocate a texture, is this good enough?
tf . width = MAX ( 1 , base_width > > 1 ) ;
tf . height = base_height ;
tf . texture_type = RD : : TEXTURE_TYPE_2D ;
tf . array_layers = 1 ;
tf . mipmaps = 1 ;
mm . half_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
Vector < RID > half_fb ;
half_fb . push_back ( mm . half_texture ) ;
mm . half_fb = RD : : get_singleton ( ) - > framebuffer_create ( half_fb ) ;
}
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ll [ 0 ] . mipmaps . push_back ( mm ) ;
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if ( i > 0 ) {
mm . texture = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > blur [ 1 ] . texture , l , i - 1 ) ;
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if ( ! _render_buffers_can_be_storage ( ) ) {
Vector < RID > fb ;
fb . push_back ( mm . texture ) ;
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mm . fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
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// We can re-use the half texture here as it is an intermediate result
}
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ll [ 1 ] . mipmaps . push_back ( mm ) ;
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}
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base_width = MAX ( 1 , base_width > > 1 ) ;
base_height = MAX ( 1 , base_height > > 1 ) ;
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}
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rb - > blur [ 0 ] . layers . push_back ( ll [ 0 ] ) ;
rb - > blur [ 1 ] . layers . push_back ( ll [ 1 ] ) ;
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}
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if ( ! _render_buffers_can_be_storage ( ) ) {
// create 4 weight textures, 2 full size, 2 half size
tf . format = RD : : DATA_FORMAT_R16_SFLOAT ; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
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tf . width = rb - > internal_width ;
tf . height = rb - > internal_height ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
tf . array_layers = 1 ; // Our DOF effect handles one eye per turn
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT | RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
tf . mipmaps = 1 ;
for ( uint32_t i = 0 ; i < 4 ; i + + ) {
// associated blur texture
RID texture ;
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if ( i = = 1 ) {
texture = rb - > blur [ 0 ] . layers [ 0 ] . mipmaps [ 0 ] . texture ;
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} else if ( i = = 2 ) {
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texture = rb - > blur [ 1 ] . layers [ 0 ] . mipmaps [ 0 ] . texture ;
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} else if ( i = = 3 ) {
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texture = rb - > blur [ 0 ] . layers [ 0 ] . mipmaps [ 1 ] . texture ;
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}
// create weight texture
rb - > weight_buffers [ i ] . weight = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
// create frame buffer
Vector < RID > fb ;
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if ( i ! = 0 ) {
fb . push_back ( texture ) ;
}
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fb . push_back ( rb - > weight_buffers [ i ] . weight ) ;
rb - > weight_buffers [ i ] . fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
if ( i = = 1 ) {
// next 2 are half size
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tf . width = MAX ( 1u , tf . width > > 1 ) ;
tf . height = MAX ( 1u , tf . height > > 1 ) ;
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}
}
}
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}
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void RendererSceneRenderRD : : _allocate_depth_backbuffer_textures ( RenderBuffers * rb ) {
ERR_FAIL_COND ( ! rb - > depth_back_texture . is_null ( ) ) ;
{
RD : : TextureFormat tf ;
if ( rb - > view_count > 1 ) {
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
}
// We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16?
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
tf . width = rb - > width ;
tf . height = rb - > height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
tf . array_layers = rb - > view_count ; // create a layer for every view
tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
tf . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
rb - > depth_back_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
if ( ! _render_buffers_can_be_storage ( ) ) {
// create framebuffer so we can write into this...
Vector < RID > fb ;
fb . push_back ( rb - > depth_back_texture ) ;
rb - > depth_back_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb , RD : : INVALID_ID , rb - > view_count ) ;
}
}
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void RendererSceneRenderRD : : _allocate_luminance_textures ( RenderBuffers * rb ) {
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ERR_FAIL_COND ( ! rb - > luminance . current . is_null ( ) ) ;
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int w = rb - > internal_width ;
int h = rb - > internal_height ;
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while ( true ) {
w = MAX ( w / 8 , 1 ) ;
h = MAX ( h / 8 , 1 ) ;
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
tf . width = w ;
tf . height = h ;
bool final = w = = 1 & & h = = 1 ;
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if ( _render_buffers_can_be_storage ( ) ) {
tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT ;
if ( final ) {
tf . usage_bits | = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
}
} else {
tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
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}
RID texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
rb - > luminance . reduce . push_back ( texture ) ;
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if ( ! _render_buffers_can_be_storage ( ) ) {
Vector < RID > fb ;
fb . push_back ( texture ) ;
rb - > luminance . fb . push_back ( RD : : get_singleton ( ) - > framebuffer_create ( fb ) ) ;
}
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if ( final ) {
rb - > luminance . current = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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if ( ! _render_buffers_can_be_storage ( ) ) {
Vector < RID > fb ;
fb . push_back ( rb - > luminance . current ) ;
rb - > luminance . current_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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break ;
}
}
}
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void RendererSceneRenderRD : : _free_render_buffer_data ( RenderBuffers * rb ) {
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if ( rb - > views . size ( ) > 1 ) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb
for ( int i = 0 ; i < rb - > views . size ( ) ; i + + ) {
if ( rb - > views [ i ] . view_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > views [ i ] . view_fb ) ;
}
if ( rb - > views [ i ] . view_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > views [ i ] . view_texture ) ;
}
if ( rb - > views [ i ] . view_depth . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > views [ i ] . view_depth ) ;
}
}
}
rb - > views . clear ( ) ;
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if ( rb - > texture_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > texture_fb ) ;
rb - > texture_fb = RID ( ) ;
}
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if ( rb - > internal_texture = = rb - > texture & & rb - > internal_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > internal_texture ) ;
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rb - > texture = RID ( ) ;
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rb - > internal_texture = RID ( ) ;
rb - > upscale_texture = RID ( ) ;
} else {
if ( rb - > texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > texture ) ;
rb - > texture = RID ( ) ;
}
if ( rb - > internal_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > internal_texture ) ;
rb - > internal_texture = RID ( ) ;
}
if ( rb - > upscale_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > upscale_texture ) ;
rb - > upscale_texture = RID ( ) ;
}
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}
if ( rb - > depth_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > depth_texture ) ;
rb - > depth_texture = RID ( ) ;
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}
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if ( rb - > depth_back_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > depth_back_fb ) ;
rb - > depth_back_fb = RID ( ) ;
}
if ( rb - > depth_back_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > depth_back_texture ) ;
rb - > depth_back_texture = RID ( ) ;
}
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if ( rb - > sss_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > sss_texture ) ;
rb - > sss_texture = RID ( ) ;
}
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if ( rb - > vrs_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > vrs_fb ) ;
rb - > vrs_fb = RID ( ) ;
}
if ( rb - > vrs_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > vrs_texture ) ;
rb - > vrs_texture = RID ( ) ;
}
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for ( int i = 0 ; i < 2 ; i + + ) {
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for ( int l = 0 ; l < rb - > blur [ i ] . layers . size ( ) ; l + + ) {
for ( int m = 0 ; m < rb - > blur [ i ] . layers [ l ] . mipmaps . size ( ) ; m + + ) {
// do we free the texture slice here? or is it enough to free the main texture?
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// do free the mobile extra stuff
if ( rb - > blur [ i ] . layers [ l ] . mipmaps [ m ] . fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > blur [ i ] . layers [ l ] . mipmaps [ m ] . fb ) ;
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}
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// texture and framebuffer in both blur mipmaps are shared, so only free from the first one
if ( i = = 0 ) {
if ( rb - > blur [ i ] . layers [ l ] . mipmaps [ m ] . half_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > blur [ i ] . layers [ l ] . mipmaps [ m ] . half_fb ) ;
}
if ( rb - > blur [ i ] . layers [ l ] . mipmaps [ m ] . half_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > blur [ i ] . layers [ l ] . mipmaps [ m ] . half_texture ) ;
}
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}
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}
}
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rb - > blur [ i ] . layers . clear ( ) ;
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if ( rb - > blur [ i ] . texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > blur [ i ] . texture ) ;
rb - > blur [ i ] . texture = RID ( ) ;
}
}
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for ( int i = 0 ; i < rb - > luminance . fb . size ( ) ; i + + ) {
RD : : get_singleton ( ) - > free ( rb - > luminance . fb [ i ] ) ;
}
rb - > luminance . fb . clear ( ) ;
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for ( int i = 0 ; i < rb - > luminance . reduce . size ( ) ; i + + ) {
RD : : get_singleton ( ) - > free ( rb - > luminance . reduce [ i ] ) ;
}
rb - > luminance . reduce . clear ( ) ;
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if ( rb - > luminance . current_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > luminance . current_fb ) ;
rb - > luminance . current_fb = RID ( ) ;
}
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if ( rb - > luminance . current . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > luminance . current ) ;
rb - > luminance . current = RID ( ) ;
}
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if ( rb - > ss_effects . linear_depth . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ss_effects . linear_depth ) ;
rb - > ss_effects . linear_depth = RID ( ) ;
rb - > ss_effects . linear_depth_slices . clear ( ) ;
}
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ss_effects - > ssao_free ( rb - > ss_effects . ssao ) ;
ss_effects - > ssil_free ( rb - > ss_effects . ssil ) ;
ss_effects - > ssr_free ( rb - > ssr ) ;
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if ( rb - > taa . history . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > taa . history ) ;
rb - > taa . history = RID ( ) ;
}
if ( rb - > taa . temp . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > taa . temp ) ;
rb - > taa . temp = RID ( ) ;
}
if ( rb - > taa . prev_velocity . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > taa . prev_velocity ) ;
rb - > taa . prev_velocity = RID ( ) ;
}
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rb - > rbgi . free ( ) ;
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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 RendererSceneRenderRD : : _process_sss ( RID p_render_buffers , const Projection & p_camera ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
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bool can_use_effects = rb - > internal_width > = 8 & & rb - > internal_height > = 8 ;
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if ( ! can_use_effects ) {
//just copy
return ;
}
if ( rb - > blur [ 0 ] . texture . is_null ( ) ) {
_allocate_blur_textures ( rb ) ;
}
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RendererCompositorRD : : singleton - > get_effects ( ) - > sub_surface_scattering ( rb - > internal_texture , rb - > sss_texture , rb - > depth_texture , p_camera , Size2i ( rb - > internal_width , rb - > internal_height ) , sss_scale , sss_depth_scale , sss_quality ) ;
2020-04-04 02:42:26 +00:00
}
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 RendererSceneRenderRD : : _process_ssr ( RID p_render_buffers , RID p_dest_framebuffer , const RID * p_normal_slices , RID p_specular_buffer , const RID * p_metallic_slices , const Color & p_metallic_mask , RID p_environment , const Projection * p_projections , const Vector3 * p_eye_offsets , bool p_use_additive ) {
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ERR_FAIL_NULL ( ss_effects ) ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
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bool can_use_effects = rb - > internal_width > = 8 & & rb - > internal_height > = 8 ;
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if ( ! can_use_effects ) {
//just copy
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copy_effects - > merge_specular ( p_dest_framebuffer , p_specular_buffer , p_use_additive ? RID ( ) : rb - > internal_texture , RID ( ) , rb - > view_count ) ;
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return ;
}
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ERR_FAIL_COND ( p_environment . is_null ( ) ) ;
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ERR_FAIL_COND ( ! environment_get_ssr_enabled ( p_environment ) ) ;
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Size2i half_size = Size2i ( rb - > internal_width / 2 , rb - > internal_height / 2 ) ;
if ( rb - > ssr . output . is_null ( ) ) {
ss_effects - > ssr_allocate_buffers ( rb - > ssr , _render_buffers_get_color_format ( ) , ssr_roughness_quality , half_size , rb - > view_count ) ;
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}
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RID texture_slices [ RendererSceneRender : : MAX_RENDER_VIEWS ] ;
RID depth_slices [ RendererSceneRender : : MAX_RENDER_VIEWS ] ;
for ( uint32_t v = 0 ; v < rb - > view_count ; v + + ) {
texture_slices [ v ] = rb - > views [ v ] . view_texture ;
depth_slices [ v ] = rb - > views [ v ] . view_depth ;
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}
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ss_effects - > screen_space_reflection ( rb - > ssr , texture_slices , p_normal_slices , ssr_roughness_quality , p_metallic_slices , p_metallic_mask , depth_slices , half_size , environment_get_ssr_max_steps ( p_environment ) , environment_get_ssr_fade_in ( p_environment ) , environment_get_ssr_fade_out ( p_environment ) , environment_get_ssr_depth_tolerance ( p_environment ) , rb - > view_count , p_projections , p_eye_offsets ) ;
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copy_effects - > merge_specular ( p_dest_framebuffer , p_specular_buffer , p_use_additive ? RID ( ) : rb - > internal_texture , rb - > ssr . output , rb - > view_count ) ;
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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 RendererSceneRenderRD : : _process_ssao ( RID p_render_buffers , RID p_environment , RID p_normal_buffer , const Projection & p_projection ) {
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ERR_FAIL_NULL ( ss_effects ) ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
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ERR_FAIL_COND ( p_environment . is_null ( ) ) ;
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RENDER_TIMESTAMP ( " Process SSAO " ) ;
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RendererRD : : SSEffects : : SSAOSettings settings ;
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settings . radius = environment_get_ssao_radius ( p_environment ) ;
settings . intensity = environment_get_ssao_intensity ( p_environment ) ;
settings . power = environment_get_ssao_power ( p_environment ) ;
settings . detail = environment_get_ssao_detail ( p_environment ) ;
settings . horizon = environment_get_ssao_horizon ( p_environment ) ;
settings . sharpness = environment_get_ssao_sharpness ( p_environment ) ;
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settings . quality = ssao_quality ;
settings . half_size = ssao_half_size ;
settings . adaptive_target = ssao_adaptive_target ;
settings . blur_passes = ssao_blur_passes ;
settings . fadeout_from = ssao_fadeout_from ;
settings . fadeout_to = ssao_fadeout_to ;
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settings . full_screen_size = Size2i ( rb - > internal_width , rb - > internal_height ) ;
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ss_effects - > ssao_allocate_buffers ( rb - > ss_effects . ssao , settings , rb - > ss_effects . linear_depth ) ;
ss_effects - > generate_ssao ( rb - > ss_effects . ssao , p_normal_buffer , p_projection , settings ) ;
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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.
2022-07-19 23:11:13 +00:00
void RendererSceneRenderRD : : _process_ssil ( RID p_render_buffers , RID p_environment , RID p_normal_buffer , const Projection & p_projection , const Transform3D & p_transform ) {
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ERR_FAIL_NULL ( ss_effects ) ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
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ERR_FAIL_COND ( p_environment . is_null ( ) ) ;
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RENDER_TIMESTAMP ( " Process SSIL " ) ;
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RendererRD : : SSEffects : : SSILSettings settings ;
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settings . radius = environment_get_ssil_radius ( p_environment ) ;
settings . intensity = environment_get_ssil_intensity ( p_environment ) ;
settings . sharpness = environment_get_ssil_sharpness ( p_environment ) ;
settings . normal_rejection = environment_get_ssil_normal_rejection ( p_environment ) ;
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settings . quality = ssil_quality ;
settings . half_size = ssil_half_size ;
settings . adaptive_target = ssil_adaptive_target ;
settings . blur_passes = ssil_blur_passes ;
settings . fadeout_from = ssil_fadeout_from ;
settings . fadeout_to = ssil_fadeout_to ;
settings . full_screen_size = Size2i ( rb - > width , rb - > height ) ;
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 correction ;
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correction . set_depth_correction ( true ) ;
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 projection = correction * p_projection ;
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Transform3D transform = p_transform ;
transform . set_origin ( Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
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.
2022-07-19 23:11:13 +00:00
Projection last_frame_projection = rb - > ss_effects . last_frame_projection * Projection ( rb - > ss_effects . last_frame_transform . affine_inverse ( ) ) * Projection ( transform ) * projection . inverse ( ) ;
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ss_effects - > ssil_allocate_buffers ( rb - > ss_effects . ssil , settings , rb - > ss_effects . linear_depth ) ;
ss_effects - > screen_space_indirect_lighting ( rb - > ss_effects . ssil , p_normal_buffer , p_projection , last_frame_projection , settings ) ;
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rb - > ss_effects . last_frame_projection = projection ;
rb - > ss_effects . last_frame_transform = transform ;
}
void RendererSceneRenderRD : : _copy_framebuffer_to_ssil ( RID p_render_buffers ) {
RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
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if ( rb - > ss_effects . ssil . last_frame . is_valid ( ) ) {
copy_effects - > copy_to_rect ( rb - > texture , rb - > ss_effects . ssil . last_frame , Rect2i ( 0 , 0 , rb - > width , rb - > height ) ) ;
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int width = rb - > width ;
int height = rb - > height ;
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for ( int i = 0 ; i < rb - > ss_effects . ssil . last_frame_slices . size ( ) - 1 ; i + + ) {
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width = MAX ( 1 , width > > 1 ) ;
height = MAX ( 1 , height > > 1 ) ;
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copy_effects - > make_mipmap ( rb - > ss_effects . ssil . last_frame_slices [ i ] , rb - > ss_effects . ssil . last_frame_slices [ i + 1 ] , Size2i ( width , height ) ) ;
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}
}
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}
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void RendererSceneRenderRD : : _process_taa ( RID p_render_buffers , RID p_velocity_buffer , float p_z_near , float p_z_far ) {
RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
bool just_allocated = false ;
if ( rb - > taa . history . is_null ( ) ) {
RD : : TextureFormat tf ;
if ( rb - > view_count > 1 ) {
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
}
tf . format = _render_buffers_get_color_format ( ) ;
tf . width = rb - > internal_width ;
tf . height = rb - > internal_height ;
tf . array_layers = rb - > view_count ; // create a layer for every view
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | ( _render_buffers_can_be_storage ( ) ? RD : : TEXTURE_USAGE_STORAGE_BIT : 0 ) ;
rb - > taa . history = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
rb - > taa . temp = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . format = RD : : DATA_FORMAT_R16G16_SFLOAT ;
rb - > taa . prev_velocity = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
just_allocated = true ;
}
RD : : get_singleton ( ) - > draw_command_begin_label ( " TAA " ) ;
if ( ! just_allocated ) {
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RendererCompositorRD : : singleton - > get_effects ( ) - > taa_resolve ( rb - > internal_texture , rb - > taa . temp , rb - > depth_texture , p_velocity_buffer , rb - > taa . prev_velocity , rb - > taa . history , Size2 ( rb - > internal_width , rb - > internal_height ) , p_z_near , p_z_far ) ;
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copy_effects - > copy_to_rect ( rb - > taa . temp , rb - > internal_texture , Rect2 ( 0 , 0 , rb - > internal_width , rb - > internal_height ) ) ;
}
copy_effects - > copy_to_rect ( rb - > internal_texture , rb - > taa . history , Rect2 ( 0 , 0 , rb - > internal_width , rb - > internal_height ) ) ;
copy_effects - > copy_to_rect ( p_velocity_buffer , rb - > taa . prev_velocity , Rect2 ( 0 , 0 , rb - > width , rb - > height ) ) ;
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
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void RendererSceneRenderRD : : _render_buffers_copy_screen_texture ( const RenderDataRD * p_render_data ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
RD : : get_singleton ( ) - > draw_command_begin_label ( " Copy screen texture " ) ;
if ( rb - > blur [ 0 ] . texture . is_null ( ) ) {
_allocate_blur_textures ( rb ) ;
}
bool can_use_storage = _render_buffers_can_be_storage ( ) ;
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for ( uint32_t v = 0 ; v < rb - > view_count ; v + + ) {
if ( can_use_storage ) {
copy_effects - > copy_to_rect ( rb - > views [ v ] . view_texture , rb - > blur [ 0 ] . layers [ v ] . mipmaps [ 0 ] . texture , Rect2i ( 0 , 0 , rb - > width , rb - > height ) ) ;
for ( int i = 1 ; i < rb - > blur [ 0 ] . layers [ v ] . mipmaps . size ( ) ; i + + ) {
copy_effects - > make_mipmap ( rb - > blur [ 0 ] . layers [ v ] . mipmaps [ i - 1 ] . texture , rb - > blur [ 0 ] . layers [ v ] . mipmaps [ i ] . texture , Size2i ( rb - > blur [ 0 ] . layers [ v ] . mipmaps [ i ] . width , rb - > blur [ 0 ] . layers [ v ] . mipmaps [ i ] . height ) ) ;
}
} else {
copy_effects - > copy_to_fb_rect ( rb - > views [ v ] . view_texture , rb - > blur [ 0 ] . layers [ v ] . mipmaps [ 0 ] . fb , Rect2i ( 0 , 0 , rb - > width , rb - > height ) ) ;
for ( int i = 1 ; i < rb - > blur [ 0 ] . layers [ v ] . mipmaps . size ( ) ; i + + ) {
copy_effects - > make_mipmap_raster ( rb - > blur [ 0 ] . layers [ v ] . mipmaps [ i - 1 ] . texture , rb - > blur [ 0 ] . layers [ v ] . mipmaps [ i ] . fb , Size2i ( rb - > blur [ 0 ] . layers [ v ] . mipmaps [ i ] . width , rb - > blur [ 0 ] . layers [ v ] . mipmaps [ i ] . height ) ) ;
}
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}
}
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
void RendererSceneRenderRD : : _render_buffers_copy_depth_texture ( const RenderDataRD * p_render_data ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
RD : : get_singleton ( ) - > draw_command_begin_label ( " Copy depth texture " ) ;
if ( rb - > depth_back_texture . is_null ( ) ) {
_allocate_depth_backbuffer_textures ( rb ) ;
}
// @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
bool can_use_storage = _render_buffers_can_be_storage ( ) ;
if ( can_use_storage ) {
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copy_effects - > copy_to_rect ( rb - > depth_texture , rb - > depth_back_texture , Rect2i ( 0 , 0 , rb - > width , rb - > height ) ) ;
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} else {
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copy_effects - > copy_to_fb_rect ( rb - > depth_texture , rb - > depth_back_fb , Rect2i ( 0 , 0 , rb - > width , rb - > height ) ) ;
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}
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
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void RendererSceneRenderRD : : _render_buffers_post_process_and_tonemap ( const RenderDataRD * p_render_data ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
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// Glow and override exposure (if enabled).
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CameraEffects * camfx = camera_effects_owner . get_or_null ( p_render_data - > camera_effects ) ;
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bool can_use_effects = rb - > width > = 8 & & rb - > height > = 8 ;
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bool can_use_storage = _render_buffers_can_be_storage ( ) ;
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if ( can_use_effects & & camfx & & ( camfx - > dof_blur_near_enabled | | camfx - > dof_blur_far_enabled ) & & camfx - > dof_blur_amount > 0.0 ) {
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RENDER_TIMESTAMP ( " Depth of Field " ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " DOF " ) ;
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if ( rb - > blur [ 0 ] . texture . is_null ( ) ) {
_allocate_blur_textures ( rb ) ;
}
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RendererRD : : BokehDOF : : BokehBuffers buffers ;
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// Textures we use
buffers . base_texture_size = Size2i ( rb - > internal_width , rb - > internal_height ) ;
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buffers . secondary_texture = rb - > blur [ 0 ] . layers [ 0 ] . mipmaps [ 0 ] . texture ;
buffers . half_texture [ 0 ] = rb - > blur [ 1 ] . layers [ 0 ] . mipmaps [ 0 ] . texture ;
buffers . half_texture [ 1 ] = rb - > blur [ 0 ] . layers [ 0 ] . mipmaps [ 1 ] . texture ;
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float bokeh_size = camfx - > dof_blur_amount * 64.0 ;
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if ( can_use_storage ) {
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for ( uint32_t i = 0 ; i < rb - > view_count ; i + + ) {
buffers . base_texture = rb - > views [ i ] . view_texture ;
buffers . depth_texture = rb - > views [ i ] . view_depth ;
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
float z_near = p_render_data - > view_projection [ i ] . get_z_near ( ) ;
float z_far = p_render_data - > view_projection [ i ] . get_z_far ( ) ;
bokeh_dof - > bokeh_dof_compute ( buffers , camfx - > dof_blur_far_enabled , camfx - > dof_blur_far_distance , camfx - > dof_blur_far_transition , camfx - > dof_blur_near_enabled , camfx - > dof_blur_near_distance , camfx - > dof_blur_near_transition , bokeh_size , dof_blur_bokeh_shape , dof_blur_quality , dof_blur_use_jitter , z_near , z_far , p_render_data - > cam_orthogonal ) ;
} ;
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} else {
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// Set framebuffers.
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buffers . secondary_fb = rb - > weight_buffers [ 1 ] . fb ;
buffers . half_fb [ 0 ] = rb - > weight_buffers [ 2 ] . fb ;
buffers . half_fb [ 1 ] = rb - > weight_buffers [ 3 ] . fb ;
buffers . weight_texture [ 0 ] = rb - > weight_buffers [ 0 ] . weight ;
buffers . weight_texture [ 1 ] = rb - > weight_buffers [ 1 ] . weight ;
buffers . weight_texture [ 2 ] = rb - > weight_buffers [ 2 ] . weight ;
buffers . weight_texture [ 3 ] = rb - > weight_buffers [ 3 ] . weight ;
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// Set weight buffers.
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buffers . base_weight_fb = rb - > weight_buffers [ 0 ] . fb ;
for ( uint32_t i = 0 ; i < rb - > view_count ; i + + ) {
buffers . base_texture = rb - > views [ i ] . view_texture ;
buffers . depth_texture = rb - > views [ i ] . view_depth ;
buffers . base_fb = rb - > views [ i ] . view_fb ;
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// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
float z_near = p_render_data - > view_projection [ i ] . get_z_near ( ) ;
float z_far = p_render_data - > view_projection [ i ] . get_z_far ( ) ;
bokeh_dof - > bokeh_dof_raster ( buffers , camfx - > dof_blur_far_enabled , camfx - > dof_blur_far_distance , camfx - > dof_blur_far_transition , camfx - > dof_blur_near_enabled , camfx - > dof_blur_near_distance , camfx - > dof_blur_near_transition , bokeh_size , dof_blur_bokeh_shape , dof_blur_quality , z_near , z_far , p_render_data - > cam_orthogonal ) ;
}
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}
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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}
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if ( can_use_effects & & p_render_data - > environment . is_valid ( ) & & environment_get_auto_exposure ( p_render_data - > environment ) ) {
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RENDER_TIMESTAMP ( " Auto exposure " ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Auto exposure " ) ;
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if ( rb - > luminance . current . is_null ( ) ) {
_allocate_luminance_textures ( rb ) ;
}
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bool set_immediate = environment_get_auto_exposure_version ( p_render_data - > environment ) ! = rb - > auto_exposure_version ;
rb - > auto_exposure_version = environment_get_auto_exposure_version ( p_render_data - > environment ) ;
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double step = environment_get_auto_exp_speed ( p_render_data - > environment ) * time_step ;
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if ( can_use_storage ) {
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RendererCompositorRD : : singleton - > get_effects ( ) - > luminance_reduction ( rb - > internal_texture , Size2i ( rb - > internal_width , rb - > internal_height ) , rb - > luminance . reduce , rb - > luminance . current , environment_get_min_luminance ( p_render_data - > environment ) , environment_get_max_luminance ( p_render_data - > environment ) , step , set_immediate ) ;
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} else {
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RendererCompositorRD : : singleton - > get_effects ( ) - > luminance_reduction_raster ( rb - > internal_texture , Size2i ( rb - > internal_width , rb - > internal_height ) , rb - > luminance . reduce , rb - > luminance . fb , rb - > luminance . current , environment_get_min_luminance ( p_render_data - > environment ) , environment_get_max_luminance ( p_render_data - > environment ) , step , set_immediate ) ;
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}
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// Swap final reduce with prev luminance.
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SWAP ( rb - > luminance . current , rb - > luminance . reduce . write [ rb - > luminance . reduce . size ( ) - 1 ] ) ;
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if ( ! can_use_storage ) {
SWAP ( rb - > luminance . current_fb , rb - > luminance . fb . write [ rb - > luminance . fb . size ( ) - 1 ] ) ;
}
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RenderingServerDefault : : redraw_request ( ) ; // Redraw all the time if auto exposure rendering is on.
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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}
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int max_glow_level = - 1 ;
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if ( can_use_effects & & p_render_data - > environment . is_valid ( ) & & environment_get_glow_enabled ( p_render_data - > environment ) ) {
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RENDER_TIMESTAMP ( " Glow " ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Gaussian Glow " ) ;
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/* see that blur textures are allocated */
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if ( rb - > blur [ 1 ] . texture . is_null ( ) ) {
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_allocate_blur_textures ( rb ) ;
}
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for ( int i = 0 ; i < RS : : MAX_GLOW_LEVELS ; i + + ) {
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if ( environment_get_glow_levels ( p_render_data - > environment ) [ i ] > 0.0 ) {
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if ( i > = rb - > blur [ 1 ] . layers [ 0 ] . mipmaps . size ( ) ) {
max_glow_level = rb - > blur [ 1 ] . layers [ 0 ] . mipmaps . size ( ) - 1 ;
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} else {
max_glow_level = i ;
}
}
}
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float luminance_multiplier = _render_buffers_get_luminance_multiplier ( ) ;
for ( uint32_t l = 0 ; l < rb - > view_count ; l + + ) {
for ( int i = 0 ; i < ( max_glow_level + 1 ) ; i + + ) {
int vp_w = rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . width ;
int vp_h = rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . height ;
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if ( i = = 0 ) {
RID luminance_texture ;
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if ( environment_get_auto_exposure ( p_render_data - > environment ) & & rb - > luminance . current . is_valid ( ) ) {
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luminance_texture = rb - > luminance . current ;
}
if ( can_use_storage ) {
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copy_effects - > gaussian_glow ( rb - > views [ l ] . view_texture , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . texture , Size2i ( vp_w , vp_h ) , environment_get_glow_strength ( p_render_data - > environment ) , glow_high_quality , true , environment_get_glow_hdr_luminance_cap ( p_render_data - > environment ) , environment_get_exposure ( p_render_data - > environment ) , environment_get_glow_bloom ( p_render_data - > environment ) , environment_get_glow_hdr_bleed_threshold ( p_render_data - > environment ) , environment_get_glow_hdr_bleed_scale ( p_render_data - > environment ) , luminance_texture , environment_get_auto_exp_scale ( p_render_data - > environment ) ) ;
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} else {
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copy_effects - > gaussian_glow_raster ( rb - > views [ l ] . view_texture , luminance_multiplier , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . half_fb , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . half_texture , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . fb , Size2i ( vp_w , vp_h ) , environment_get_glow_strength ( p_render_data - > environment ) , glow_high_quality , true , environment_get_glow_hdr_luminance_cap ( p_render_data - > environment ) , environment_get_exposure ( p_render_data - > environment ) , environment_get_glow_bloom ( p_render_data - > environment ) , environment_get_glow_hdr_bleed_threshold ( p_render_data - > environment ) , environment_get_glow_hdr_bleed_scale ( p_render_data - > environment ) , luminance_texture , environment_get_auto_exp_scale ( p_render_data - > environment ) ) ;
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}
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} else {
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if ( can_use_storage ) {
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copy_effects - > gaussian_glow ( rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i - 1 ] . texture , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . texture , Size2i ( vp_w , vp_h ) , environment_get_glow_strength ( p_render_data - > environment ) , glow_high_quality ) ;
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} else {
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copy_effects - > gaussian_glow_raster ( rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i - 1 ] . texture , luminance_multiplier , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . half_fb , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . half_texture , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . fb , Size2i ( vp_w , vp_h ) , environment_get_glow_strength ( p_render_data - > environment ) , glow_high_quality ) ;
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}
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}
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}
}
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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}
{
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RENDER_TIMESTAMP ( " Tonemap " ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Tonemap " ) ;
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RendererRD : : ToneMapper : : TonemapSettings tonemap ;
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if ( can_use_effects & & p_render_data - > environment . is_valid ( ) & & environment_get_auto_exposure ( p_render_data - > environment ) & & rb - > luminance . current . is_valid ( ) ) {
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tonemap . use_auto_exposure = true ;
tonemap . exposure_texture = rb - > luminance . current ;
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tonemap . auto_exposure_grey = environment_get_auto_exp_scale ( p_render_data - > environment ) ;
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} else {
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tonemap . exposure_texture = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_WHITE ) ;
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}
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if ( can_use_effects & & p_render_data - > environment . is_valid ( ) & & environment_get_glow_enabled ( p_render_data - > environment ) ) {
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tonemap . use_glow = true ;
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tonemap . glow_mode = RendererRD : : ToneMapper : : TonemapSettings : : GlowMode ( environment_get_glow_blend_mode ( p_render_data - > environment ) ) ;
tonemap . glow_intensity = environment_get_glow_blend_mode ( p_render_data - > environment ) = = RS : : ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix ( p_render_data - > environment ) : environment_get_glow_intensity ( p_render_data - > environment ) ;
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for ( int i = 0 ; i < RS : : MAX_GLOW_LEVELS ; i + + ) {
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tonemap . glow_levels [ i ] = environment_get_glow_levels ( p_render_data - > environment ) [ i ] ;
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}
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tonemap . glow_texture_size . x = rb - > blur [ 1 ] . layers [ 0 ] . mipmaps [ 0 ] . width ;
tonemap . glow_texture_size . y = rb - > blur [ 1 ] . layers [ 0 ] . mipmaps [ 0 ] . height ;
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tonemap . glow_use_bicubic_upscale = glow_bicubic_upscale ;
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tonemap . glow_texture = rb - > blur [ 1 ] . texture ;
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if ( environment_get_glow_map ( p_render_data - > environment ) . is_valid ( ) ) {
tonemap . glow_map_strength = environment_get_glow_map_strength ( p_render_data - > environment ) ;
tonemap . glow_map = texture_storage - > texture_get_rd_texture ( environment_get_glow_map ( p_render_data - > environment ) ) ;
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} else {
tonemap . glow_map_strength = 0.0f ;
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tonemap . glow_map = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_WHITE ) ;
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}
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} else {
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tonemap . glow_texture = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_BLACK ) ;
tonemap . glow_map = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_WHITE ) ;
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}
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if ( rb - > screen_space_aa = = RS : : VIEWPORT_SCREEN_SPACE_AA_FXAA ) {
tonemap . use_fxaa = true ;
}
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tonemap . use_debanding = rb - > use_debanding ;
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tonemap . texture_size = Vector2i ( rb - > internal_width , rb - > internal_height ) ;
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if ( p_render_data - > environment . is_valid ( ) ) {
tonemap . tonemap_mode = environment_get_tone_mapper ( p_render_data - > environment ) ;
tonemap . white = environment_get_white ( p_render_data - > environment ) ;
tonemap . exposure = environment_get_exposure ( p_render_data - > environment ) ;
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}
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if ( camfx & & camfx - > override_exposure_enabled ) {
tonemap . exposure = camfx - > override_exposure ;
}
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tonemap . use_color_correction = false ;
tonemap . use_1d_color_correction = false ;
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tonemap . color_correction_texture = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
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if ( can_use_effects & & p_render_data - > environment . is_valid ( ) ) {
tonemap . use_bcs = environment_get_adjustments_enabled ( p_render_data - > environment ) ;
tonemap . brightness = environment_get_adjustments_brightness ( p_render_data - > environment ) ;
tonemap . contrast = environment_get_adjustments_contrast ( p_render_data - > environment ) ;
tonemap . saturation = environment_get_adjustments_saturation ( p_render_data - > environment ) ;
if ( environment_get_adjustments_enabled ( p_render_data - > environment ) & & environment_get_color_correction ( p_render_data - > environment ) . is_valid ( ) ) {
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tonemap . use_color_correction = true ;
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tonemap . use_1d_color_correction = environment_get_use_1d_color_correction ( p_render_data - > environment ) ;
tonemap . color_correction_texture = texture_storage - > texture_get_rd_texture ( environment_get_color_correction ( p_render_data - > environment ) ) ;
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}
}
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tonemap . luminance_multiplier = _render_buffers_get_luminance_multiplier ( ) ;
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tonemap . view_count = p_render_data - > view_count ;
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tone_mapper - > tonemapper ( rb - > internal_texture , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , tonemap ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
if ( can_use_effects & & can_use_storage & & ( rb - > internal_width ! = rb - > width | | rb - > internal_height ! = rb - > height ) ) {
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RD : : get_singleton ( ) - > draw_command_begin_label ( " FSR 1.0 Upscale " ) ;
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RendererCompositorRD : : singleton - > get_effects ( ) - > fsr_upscale ( rb - > internal_texture , rb - > upscale_texture , rb - > texture , Size2i ( rb - > internal_width , rb - > internal_height ) , Size2i ( rb - > width , rb - > height ) , rb - > fsr_sharpness ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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}
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texture_storage - > render_target_disable_clear_request ( rb - > render_target ) ;
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}
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void RendererSceneRenderRD : : _post_process_subpass ( RID p_source_texture , RID p_framebuffer , const RenderDataRD * p_render_data ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Post Process Subpass " ) ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
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// Override exposure (if enabled).
CameraEffects * camfx = camera_effects_owner . get_or_null ( p_render_data - > camera_effects ) ;
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bool can_use_effects = rb - > width > = 8 & & rb - > height > = 8 ;
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_switch_to_next_pass ( ) ;
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RendererRD : : ToneMapper : : TonemapSettings tonemap ;
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if ( p_render_data - > environment . is_valid ( ) ) {
tonemap . tonemap_mode = environment_get_tone_mapper ( p_render_data - > environment ) ;
tonemap . exposure = environment_get_exposure ( p_render_data - > environment ) ;
tonemap . white = environment_get_white ( p_render_data - > environment ) ;
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}
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if ( camfx & & camfx - > override_exposure_enabled ) {
tonemap . exposure = camfx - > override_exposure ;
}
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// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
// The problem is that we need to use the result so far and process them before we can
// apply this to our results.
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if ( can_use_effects & & p_render_data - > environment . is_valid ( ) & & environment_get_glow_enabled ( p_render_data - > environment ) ) {
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ERR_FAIL_MSG ( " Glow is not supported when using subpasses. " ) ;
}
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if ( can_use_effects & & p_render_data - > environment . is_valid ( ) & & environment_get_auto_exposure ( p_render_data - > environment ) ) {
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ERR_FAIL_MSG ( " Glow is not supported when using subpasses. " ) ;
}
tonemap . use_glow = false ;
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tonemap . glow_texture = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_BLACK ) ;
tonemap . glow_map = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_WHITE ) ;
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tonemap . use_auto_exposure = false ;
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tonemap . exposure_texture = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_WHITE ) ;
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tonemap . use_color_correction = false ;
tonemap . use_1d_color_correction = false ;
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tonemap . color_correction_texture = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
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if ( can_use_effects & & p_render_data - > environment . is_valid ( ) ) {
tonemap . use_bcs = environment_get_adjustments_enabled ( p_render_data - > environment ) ;
tonemap . brightness = environment_get_adjustments_brightness ( p_render_data - > environment ) ;
tonemap . contrast = environment_get_adjustments_contrast ( p_render_data - > environment ) ;
tonemap . saturation = environment_get_adjustments_saturation ( p_render_data - > environment ) ;
if ( environment_get_adjustments_enabled ( p_render_data - > environment ) & & environment_get_color_correction ( p_render_data - > environment ) . is_valid ( ) ) {
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tonemap . use_color_correction = true ;
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tonemap . use_1d_color_correction = environment_get_use_1d_color_correction ( p_render_data - > environment ) ;
tonemap . color_correction_texture = texture_storage - > texture_get_rd_texture ( environment_get_color_correction ( p_render_data - > environment ) ) ;
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}
}
tonemap . use_debanding = rb - > use_debanding ;
tonemap . texture_size = Vector2i ( rb - > width , rb - > height ) ;
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tonemap . luminance_multiplier = _render_buffers_get_luminance_multiplier ( ) ;
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tonemap . view_count = p_render_data - > view_count ;
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tone_mapper - > tonemapper ( draw_list , p_source_texture , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) , tonemap ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
}
void RendererSceneRenderRD : : _disable_clear_request ( const RenderDataRD * p_render_data ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
texture_storage - > render_target_disable_clear_request ( rb - > render_target ) ;
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}
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void RendererSceneRenderRD : : _render_buffers_debug_draw ( RID p_render_buffers , RID p_shadow_atlas , RID p_occlusion_buffer ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS ) {
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if ( p_shadow_atlas . is_valid ( ) ) {
RID shadow_atlas_texture = shadow_atlas_get_texture ( p_shadow_atlas ) ;
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if ( shadow_atlas_texture . is_null ( ) ) {
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shadow_atlas_texture = texture_storage - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_BLACK ) ;
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}
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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copy_effects - > copy_to_fb_rect ( shadow_atlas_texture , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2i ( Vector2 ( ) , rtsize / 2 ) , false , true ) ;
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}
}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS ) {
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if ( directional_shadow_get_texture ( ) . is_valid ( ) ) {
RID shadow_atlas_texture = directional_shadow_get_texture ( ) ;
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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copy_effects - > copy_to_fb_rect ( shadow_atlas_texture , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2i ( Vector2 ( ) , rtsize / 2 ) , false , true ) ;
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}
}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_DECAL_ATLAS ) {
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RID decal_atlas = RendererRD : : TextureStorage : : get_singleton ( ) - > decal_atlas_get_texture ( ) ;
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if ( decal_atlas . is_valid ( ) ) {
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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copy_effects - > copy_to_fb_rect ( decal_atlas , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2i ( Vector2 ( ) , rtsize / 2 ) , false , false , true ) ;
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}
}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE ) {
if ( rb - > luminance . current . is_valid ( ) ) {
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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copy_effects - > copy_to_fb_rect ( rb - > luminance . current , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2 ( Vector2 ( ) , rtsize / 8 ) , false , true ) ;
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}
}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SSAO & & rb - > ss_effects . ssao . ao_final . is_valid ( ) ) {
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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copy_effects - > copy_to_fb_rect ( rb - > ss_effects . ssao . ao_final , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2 ( Vector2 ( ) , rtsize ) , false , true ) ;
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}
if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SSIL & & rb - > ss_effects . ssil . ssil_final . is_valid ( ) ) {
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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copy_effects - > copy_to_fb_rect ( rb - > ss_effects . ssil . ssil_final , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2 ( Vector2 ( ) , rtsize ) , false , false ) ;
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}
if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER & & _render_buffers_get_normal_texture ( p_render_buffers ) . is_valid ( ) ) {
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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copy_effects - > copy_to_fb_rect ( _render_buffers_get_normal_texture ( p_render_buffers ) , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2 ( Vector2 ( ) , rtsize ) , false , false ) ;
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}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_GI_BUFFER & & rb - > rbgi . ambient_buffer . is_valid ( ) ) {
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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RID ambient_texture = rb - > rbgi . ambient_buffer ;
RID reflection_texture = rb - > rbgi . reflection_buffer ;
copy_effects - > copy_to_fb_rect ( ambient_texture , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2 ( Vector2 ( ) , rtsize ) , false , false , false , true , reflection_texture , rb - > view_count > 1 ) ;
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}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_OCCLUDERS ) {
if ( p_occlusion_buffer . is_valid ( ) ) {
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Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
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copy_effects - > copy_to_fb_rect ( texture_storage - > texture_get_rd_texture ( p_occlusion_buffer ) , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2i ( Vector2 ( ) , rtsize ) , true , false ) ;
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}
}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_MOTION_VECTORS & & _render_buffers_get_velocity_texture ( p_render_buffers ) . is_valid ( ) ) {
Size2 rtsize = texture_storage - > render_target_get_size ( rb - > render_target ) ;
copy_effects - > copy_to_fb_rect ( _render_buffers_get_velocity_texture ( p_render_buffers ) , texture_storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2 ( Vector2 ( ) , rtsize ) , false , false ) ;
}
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}
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RID RendererSceneRenderRD : : render_buffers_get_back_buffer_texture ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
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if ( ! rb - > blur [ 0 ] . texture . is_valid ( ) ) {
return RID ( ) ; //not valid at the moment
}
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return rb - > blur [ 0 ] . texture ;
}
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RID RendererSceneRenderRD : : render_buffers_get_back_depth_texture ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
if ( ! rb - > depth_back_texture . is_valid ( ) ) {
return RID ( ) ; //not valid at the moment
}
return rb - > depth_back_texture ;
}
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RID RendererSceneRenderRD : : render_buffers_get_depth_texture ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
return rb - > depth_texture ;
}
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RID RendererSceneRenderRD : : render_buffers_get_ao_texture ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
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return rb - > ss_effects . ssao . ao_final ;
}
RID RendererSceneRenderRD : : render_buffers_get_ssil_texture ( RID p_render_buffers ) {
RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
return rb - > ss_effects . ssil . ssil_final ;
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}
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RID RendererSceneRenderRD : : render_buffers_get_voxel_gi_buffer ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
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if ( rb - > rbgi . voxel_gi_buffer . is_null ( ) ) {
rb - > rbgi . voxel_gi_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( RendererRD : : GI : : VoxelGIData ) * RendererRD : : GI : : MAX_VOXEL_GI_INSTANCES ) ;
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}
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return rb - > rbgi . voxel_gi_buffer ;
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}
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RID RendererSceneRenderRD : : render_buffers_get_default_voxel_gi_buffer ( ) {
return gi . default_voxel_gi_buffer ;
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}
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RID RendererSceneRenderRD : : render_buffers_get_gi_ambient_texture ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
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return rb - > rbgi . ambient_buffer ;
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}
RID RendererSceneRenderRD : : render_buffers_get_gi_reflection_texture ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
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return rb - > rbgi . reflection_buffer ;
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}
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uint32_t RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_count ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
return rb - > sdfgi - > cascades . size ( ) ;
}
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bool RendererSceneRenderRD : : render_buffers_is_sdfgi_enabled ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , false ) ;
return rb - > sdfgi ! = nullptr ;
}
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RID RendererSceneRenderRD : : render_buffers_get_sdfgi_irradiance_probes ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , RID ( ) ) ;
return rb - > sdfgi - > lightprobe_texture ;
}
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Vector3 RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_offset ( RID p_render_buffers , uint32_t p_cascade ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , Vector3 ( ) ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , Vector3 ( ) ) ;
ERR_FAIL_UNSIGNED_INDEX_V ( p_cascade , rb - > sdfgi - > cascades . size ( ) , Vector3 ( ) ) ;
return Vector3 ( ( Vector3i ( 1 , 1 , 1 ) * - int32_t ( rb - > sdfgi - > cascade_size > > 1 ) + rb - > sdfgi - > cascades [ p_cascade ] . position ) ) * rb - > sdfgi - > cascades [ p_cascade ] . cell_size ;
}
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Vector3i RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_probe_offset ( RID p_render_buffers , uint32_t p_cascade ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , Vector3i ( ) ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , Vector3i ( ) ) ;
ERR_FAIL_UNSIGNED_INDEX_V ( p_cascade , rb - > sdfgi - > cascades . size ( ) , Vector3i ( ) ) ;
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int32_t probe_divisor = rb - > sdfgi - > cascade_size / RendererRD : : GI : : SDFGI : : PROBE_DIVISOR ;
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return rb - > sdfgi - > cascades [ p_cascade ] . position / probe_divisor ;
}
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float RendererSceneRenderRD : : render_buffers_get_sdfgi_normal_bias ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
return rb - > sdfgi - > normal_bias ;
}
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float RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_probe_size ( RID p_render_buffers , uint32_t p_cascade ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
ERR_FAIL_UNSIGNED_INDEX_V ( p_cascade , rb - > sdfgi - > cascades . size ( ) , 0 ) ;
return float ( rb - > sdfgi - > cascade_size ) * rb - > sdfgi - > cascades [ p_cascade ] . cell_size / float ( rb - > sdfgi - > probe_axis_count - 1 ) ;
}
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uint32_t RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_probe_count ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
return rb - > sdfgi - > probe_axis_count ;
}
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uint32_t RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_size ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
return rb - > sdfgi - > cascade_size ;
}
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bool RendererSceneRenderRD : : render_buffers_is_sdfgi_using_occlusion ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , false ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , false ) ;
return rb - > sdfgi - > uses_occlusion ;
}
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float RendererSceneRenderRD : : render_buffers_get_sdfgi_energy ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , 0.0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0.0 ) ;
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return rb - > sdfgi - > energy ;
}
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RID RendererSceneRenderRD : : render_buffers_get_sdfgi_occlusion_texture ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , RID ( ) ) ;
return rb - > sdfgi - > occlusion_texture ;
}
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bool RendererSceneRenderRD : : render_buffers_has_volumetric_fog ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , false ) ;
return rb - > volumetric_fog ! = nullptr ;
}
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RID RendererSceneRenderRD : : render_buffers_get_volumetric_fog_texture ( RID p_render_buffers ) {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb | | ! rb - > volumetric_fog , RID ( ) ) ;
return rb - > volumetric_fog - > fog_map ;
}
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RID RendererSceneRenderRD : : render_buffers_get_volumetric_fog_sky_uniform_set ( RID p_render_buffers ) {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
if ( ! rb - > volumetric_fog ) {
return RID ( ) ;
}
return rb - > volumetric_fog - > sky_uniform_set ;
}
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float RendererSceneRenderRD : : render_buffers_get_volumetric_fog_end ( RID p_render_buffers ) {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb | | ! rb - > volumetric_fog , 0 ) ;
return rb - > volumetric_fog - > length ;
}
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float RendererSceneRenderRD : : render_buffers_get_volumetric_fog_detail_spread ( RID p_render_buffers ) {
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const RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb | | ! rb - > volumetric_fog , 0 ) ;
return rb - > volumetric_fog - > spread ;
}
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float RendererSceneRenderRD : : _render_buffers_get_luminance_multiplier ( ) {
return 1.0 ;
}
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RD : : DataFormat RendererSceneRenderRD : : _render_buffers_get_color_format ( ) {
return RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
}
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bool RendererSceneRenderRD : : _render_buffers_can_be_storage ( ) {
return true ;
}
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void RendererSceneRenderRD : : render_buffers_configure ( RID p_render_buffers , RID p_render_target , int p_internal_width , int p_internal_height , int p_width , int p_height , float p_fsr_sharpness , float p_texture_mipmap_bias , RS : : ViewportMSAA p_msaa , RenderingServer : : ViewportScreenSpaceAA p_screen_space_aa , bool p_use_taa , bool p_use_debanding , uint32_t p_view_count ) {
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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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Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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ERR_FAIL_COND_MSG ( p_view_count = = 0 , " Must have at least 1 view " ) ;
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if ( ! _render_buffers_can_be_storage ( ) ) {
p_internal_height = p_height ;
p_internal_width = p_width ;
}
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const float texture_mipmap_bias = - log2f ( p_width / p_internal_width ) + p_texture_mipmap_bias ;
material_storage - > sampler_rd_configure_custom ( texture_mipmap_bias ) ;
update_uniform_sets ( ) ;
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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// Should we add an overrule per viewport?
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rb - > internal_width = p_internal_width ;
rb - > internal_height = p_internal_height ;
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rb - > width = p_width ;
rb - > height = p_height ;
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rb - > fsr_sharpness = p_fsr_sharpness ;
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rb - > render_target = p_render_target ;
rb - > msaa = p_msaa ;
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rb - > screen_space_aa = p_screen_space_aa ;
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rb - > use_taa = p_use_taa ;
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rb - > use_debanding = p_use_debanding ;
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rb - > view_count = p_view_count ;
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if ( is_clustered_enabled ( ) ) {
if ( rb - > cluster_builder = = nullptr ) {
rb - > cluster_builder = memnew ( ClusterBuilderRD ) ;
}
rb - > cluster_builder - > set_shared ( & cluster_builder_shared ) ;
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}
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_free_render_buffer_data ( rb ) ;
{
RD : : TextureFormat tf ;
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if ( rb - > view_count > 1 ) {
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
}
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tf . format = _render_buffers_get_color_format ( ) ;
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tf . width = rb - > internal_width ; // If set to rb->width, msaa won't crash
tf . height = rb - > internal_height ; // If set to rb->width, msaa won't crash
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tf . array_layers = rb - > view_count ; // create a layer for every view
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | ( _render_buffers_can_be_storage ( ) ? RD : : TEXTURE_USAGE_STORAGE_BIT : 0 ) | RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
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if ( rb - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
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tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
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}
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tf . usage_bits | = RD : : TEXTURE_USAGE_INPUT_ATTACHMENT_BIT ; // only needed when using subpasses in the mobile renderer
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rb - > internal_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
if ( ( p_internal_width ! = p_width | | p_internal_height ! = p_height ) ) {
tf . width = rb - > width ;
tf . height = rb - > height ;
rb - > texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
rb - > upscale_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
} else {
rb - > texture = rb - > internal_texture ;
rb - > upscale_texture = rb - > internal_texture ;
}
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}
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{
RD : : TextureFormat tf ;
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if ( rb - > view_count > 1 ) {
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
}
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if ( rb - > msaa = = RS : : VIEWPORT_MSAA_DISABLED ) {
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tf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D24_UNORM_S8_UINT , ( RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ) ) ? RD : : DATA_FORMAT_D24_UNORM_S8_UINT : RD : : DATA_FORMAT_D32_SFLOAT_S8_UINT ;
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} else {
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
}
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tf . width = rb - > internal_width ;
tf . height = rb - > internal_height ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
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tf . array_layers = rb - > view_count ; // create a layer for every view
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if ( rb - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
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tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
} else {
tf . usage_bits | = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ;
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}
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rb - > depth_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
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{
if ( ! _render_buffers_can_be_storage ( ) ) {
// ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
Vector < RID > fb ;
fb . push_back ( rb - > internal_texture ) ;
rb - > texture_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb , RenderingDevice : : INVALID_ID , rb - > view_count ) ;
}
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rb - > views . clear ( ) ; // JIC
if ( rb - > view_count = = 1 ) {
// copy as a convenience
RenderBuffers : : View view ;
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view . view_texture = rb - > texture ;
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view . view_depth = rb - > depth_texture ;
view . view_fb = rb - > texture_fb ;
rb - > views . push_back ( view ) ;
} else {
for ( uint32_t i = 0 ; i < rb - > view_count ; i + + ) {
RenderBuffers : : View view ;
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view . view_texture = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > texture , i , 0 ) ;
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view . view_depth = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > depth_texture , i , 0 ) ;
if ( ! _render_buffers_can_be_storage ( ) ) {
Vector < RID > fb ;
fb . push_back ( view . view_texture ) ;
view . view_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb , RenderingDevice : : INVALID_ID , 1 ) ;
}
rb - > views . push_back ( view ) ;
}
}
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}
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RS : : ViewportVRSMode vrs_mode = texture_storage - > render_target_get_vrs_mode ( rb - > render_target ) ;
if ( is_vrs_supported ( ) & & vrs_mode ! = RS : : VIEWPORT_VRS_DISABLED ) {
vrs - > create_vrs_texture ( p_internal_width , p_internal_height , p_view_count , rb - > vrs_texture , rb - > vrs_fb ) ;
}
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RID target_texture = texture_storage - > render_target_get_rd_texture ( rb - > render_target ) ;
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rb - > data - > configure ( rb - > internal_texture , rb - > depth_texture , target_texture , p_internal_width , p_internal_height , p_msaa , p_use_taa , p_view_count , rb - > vrs_texture ) ;
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if ( is_clustered_enabled ( ) ) {
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rb - > cluster_builder - > setup ( Size2i ( p_internal_width , p_internal_height ) , max_cluster_elements , rb - > depth_texture , RendererRD : : MaterialStorage : : get_singleton ( ) - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) , rb - > internal_texture ) ;
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}
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}
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void RendererSceneRenderRD : : gi_set_use_half_resolution ( bool p_enable ) {
gi . half_resolution = p_enable ;
}
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void RendererSceneRenderRD : : sub_surface_scattering_set_quality ( RS : : SubSurfaceScatteringQuality p_quality ) {
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sss_quality = p_quality ;
}
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RS : : SubSurfaceScatteringQuality RendererSceneRenderRD : : sub_surface_scattering_get_quality ( ) const {
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return sss_quality ;
}
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void RendererSceneRenderRD : : sub_surface_scattering_set_scale ( float p_scale , float p_depth_scale ) {
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sss_scale = p_scale ;
sss_depth_scale = p_depth_scale ;
}
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void RendererSceneRenderRD : : positional_soft_shadow_filter_set_quality ( RS : : ShadowQuality p_quality ) {
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ERR_FAIL_INDEX_MSG ( p_quality , RS : : SHADOW_QUALITY_MAX , " Shadow quality too high, please see RenderingServer's ShadowQuality enum " ) ;
if ( shadows_quality ! = p_quality ) {
shadows_quality = p_quality ;
switch ( shadows_quality ) {
case RS : : SHADOW_QUALITY_HARD : {
penumbra_shadow_samples = 4 ;
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soft_shadow_samples = 0 ;
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shadows_quality_radius = 1.0 ;
} break ;
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case RS : : SHADOW_QUALITY_SOFT_VERY_LOW : {
penumbra_shadow_samples = 4 ;
soft_shadow_samples = 1 ;
shadows_quality_radius = 1.5 ;
} break ;
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case RS : : SHADOW_QUALITY_SOFT_LOW : {
penumbra_shadow_samples = 8 ;
soft_shadow_samples = 4 ;
shadows_quality_radius = 2.0 ;
} break ;
case RS : : SHADOW_QUALITY_SOFT_MEDIUM : {
penumbra_shadow_samples = 12 ;
soft_shadow_samples = 8 ;
shadows_quality_radius = 2.0 ;
} break ;
case RS : : SHADOW_QUALITY_SOFT_HIGH : {
penumbra_shadow_samples = 24 ;
soft_shadow_samples = 16 ;
shadows_quality_radius = 3.0 ;
} break ;
case RS : : SHADOW_QUALITY_SOFT_ULTRA : {
penumbra_shadow_samples = 32 ;
soft_shadow_samples = 32 ;
shadows_quality_radius = 4.0 ;
} break ;
case RS : : SHADOW_QUALITY_MAX :
break ;
}
get_vogel_disk ( penumbra_shadow_kernel , penumbra_shadow_samples ) ;
get_vogel_disk ( soft_shadow_kernel , soft_shadow_samples ) ;
}
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_update_shader_quality_settings ( ) ;
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}
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void RendererSceneRenderRD : : directional_soft_shadow_filter_set_quality ( RS : : ShadowQuality p_quality ) {
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ERR_FAIL_INDEX_MSG ( p_quality , RS : : SHADOW_QUALITY_MAX , " Shadow quality too high, please see RenderingServer's ShadowQuality enum " ) ;
if ( directional_shadow_quality ! = p_quality ) {
directional_shadow_quality = p_quality ;
switch ( directional_shadow_quality ) {
case RS : : SHADOW_QUALITY_HARD : {
directional_penumbra_shadow_samples = 4 ;
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directional_soft_shadow_samples = 0 ;
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directional_shadow_quality_radius = 1.0 ;
} break ;
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case RS : : SHADOW_QUALITY_SOFT_VERY_LOW : {
directional_penumbra_shadow_samples = 4 ;
directional_soft_shadow_samples = 1 ;
directional_shadow_quality_radius = 1.5 ;
} break ;
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case RS : : SHADOW_QUALITY_SOFT_LOW : {
directional_penumbra_shadow_samples = 8 ;
directional_soft_shadow_samples = 4 ;
directional_shadow_quality_radius = 2.0 ;
} break ;
case RS : : SHADOW_QUALITY_SOFT_MEDIUM : {
directional_penumbra_shadow_samples = 12 ;
directional_soft_shadow_samples = 8 ;
directional_shadow_quality_radius = 2.0 ;
} break ;
case RS : : SHADOW_QUALITY_SOFT_HIGH : {
directional_penumbra_shadow_samples = 24 ;
directional_soft_shadow_samples = 16 ;
directional_shadow_quality_radius = 3.0 ;
} break ;
case RS : : SHADOW_QUALITY_SOFT_ULTRA : {
directional_penumbra_shadow_samples = 32 ;
directional_soft_shadow_samples = 32 ;
directional_shadow_quality_radius = 4.0 ;
} break ;
case RS : : SHADOW_QUALITY_MAX :
break ;
}
get_vogel_disk ( directional_penumbra_shadow_kernel , directional_penumbra_shadow_samples ) ;
get_vogel_disk ( directional_soft_shadow_kernel , directional_soft_shadow_samples ) ;
}
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_update_shader_quality_settings ( ) ;
}
void RendererSceneRenderRD : : decals_set_filter ( RenderingServer : : DecalFilter p_filter ) {
if ( decals_filter = = p_filter ) {
return ;
}
decals_filter = p_filter ;
_update_shader_quality_settings ( ) ;
}
void RendererSceneRenderRD : : light_projectors_set_filter ( RenderingServer : : LightProjectorFilter p_filter ) {
if ( light_projectors_filter = = p_filter ) {
return ;
}
light_projectors_filter = p_filter ;
_update_shader_quality_settings ( ) ;
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}
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int RendererSceneRenderRD : : get_roughness_layers ( ) const {
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return sky . roughness_layers ;
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}
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bool RendererSceneRenderRD : : is_using_radiance_cubemap_array ( ) const {
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return sky . sky_use_cubemap_array ;
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}
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RendererSceneRenderRD : : RenderBufferData * RendererSceneRenderRD : : render_buffers_get_data ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , nullptr ) ;
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return rb - > data ;
}
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void RendererSceneRenderRD : : _setup_reflections ( const PagedArray < RID > & p_reflections , const Transform3D & p_camera_inverse_transform , RID p_environment ) {
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RendererRD : : LightStorage * light_storage = RendererRD : : LightStorage : : get_singleton ( ) ;
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cluster . reflection_count = 0 ;
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for ( uint32_t i = 0 ; i < ( uint32_t ) p_reflections . size ( ) ; i + + ) {
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if ( cluster . reflection_count = = cluster . max_reflections ) {
break ;
}
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_reflections [ i ] ) ;
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if ( ! rpi ) {
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continue ;
}
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cluster . reflection_sort [ cluster . reflection_count ] . instance = rpi ;
cluster . reflection_sort [ cluster . reflection_count ] . depth = - p_camera_inverse_transform . xform ( rpi - > transform . origin ) . z ;
cluster . reflection_count + + ;
}
if ( cluster . reflection_count > 0 ) {
SortArray < Cluster : : InstanceSort < ReflectionProbeInstance > > sort_array ;
sort_array . sort ( cluster . reflection_sort , cluster . reflection_count ) ;
}
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bool using_forward_ids = _uses_forward_ids ( ) ;
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for ( uint32_t i = 0 ; i < cluster . reflection_count ; i + + ) {
ReflectionProbeInstance * rpi = cluster . reflection_sort [ i ] . instance ;
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if ( using_forward_ids ) {
_map_forward_id ( FORWARD_ID_TYPE_REFLECTION_PROBE , rpi - > forward_id , i ) ;
}
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RID base_probe = rpi - > probe ;
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Cluster : : ReflectionData & reflection_ubo = cluster . reflections [ i ] ;
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Vector3 extents = light_storage - > reflection_probe_get_extents ( base_probe ) ;
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rpi - > cull_mask = light_storage - > reflection_probe_get_cull_mask ( base_probe ) ;
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reflection_ubo . box_extents [ 0 ] = extents . x ;
reflection_ubo . box_extents [ 1 ] = extents . y ;
reflection_ubo . box_extents [ 2 ] = extents . z ;
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reflection_ubo . index = rpi - > atlas_index ;
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Vector3 origin_offset = light_storage - > reflection_probe_get_origin_offset ( base_probe ) ;
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reflection_ubo . box_offset [ 0 ] = origin_offset . x ;
reflection_ubo . box_offset [ 1 ] = origin_offset . y ;
reflection_ubo . box_offset [ 2 ] = origin_offset . z ;
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reflection_ubo . mask = light_storage - > reflection_probe_get_cull_mask ( base_probe ) ;
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reflection_ubo . intensity = light_storage - > reflection_probe_get_intensity ( base_probe ) ;
reflection_ubo . ambient_mode = light_storage - > reflection_probe_get_ambient_mode ( base_probe ) ;
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reflection_ubo . exterior = ! light_storage - > reflection_probe_is_interior ( base_probe ) ;
reflection_ubo . box_project = light_storage - > reflection_probe_is_box_projection ( base_probe ) ;
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Color ambient_linear = light_storage - > reflection_probe_get_ambient_color ( base_probe ) . srgb_to_linear ( ) ;
float interior_ambient_energy = light_storage - > reflection_probe_get_ambient_color_energy ( base_probe ) ;
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reflection_ubo . ambient [ 0 ] = ambient_linear . r * interior_ambient_energy ;
reflection_ubo . ambient [ 1 ] = ambient_linear . g * interior_ambient_energy ;
reflection_ubo . ambient [ 2 ] = ambient_linear . b * interior_ambient_energy ;
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Transform3D transform = rpi - > transform ;
Transform3D proj = ( p_camera_inverse_transform * transform ) . inverse ( ) ;
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RendererRD : : MaterialStorage : : store_transform ( proj , reflection_ubo . local_matrix ) ;
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if ( current_cluster_builder ! = nullptr ) {
current_cluster_builder - > add_box ( ClusterBuilderRD : : BOX_TYPE_REFLECTION_PROBE , transform , extents ) ;
}
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rpi - > last_pass = RSG : : rasterizer - > get_frame_number ( ) ;
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}
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if ( cluster . reflection_count ) {
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RD : : get_singleton ( ) - > buffer_update ( cluster . reflection_buffer , 0 , cluster . reflection_count * sizeof ( Cluster : : ReflectionData ) , cluster . reflections , RD : : BARRIER_MASK_RASTER | RD : : BARRIER_MASK_COMPUTE ) ;
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}
}
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void RendererSceneRenderRD : : _setup_lights ( const PagedArray < RID > & p_lights , const Transform3D & p_camera_transform , RID p_shadow_atlas , bool p_using_shadows , uint32_t & r_directional_light_count , uint32_t & r_positional_light_count , bool & r_directional_light_soft_shadows ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : LightStorage * light_storage = RendererRD : : LightStorage : : get_singleton ( ) ;
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Transform3D inverse_transform = p_camera_transform . affine_inverse ( ) ;
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r_directional_light_count = 0 ;
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r_positional_light_count = 0 ;
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Plane camera_plane ( - p_camera_transform . basis . get_column ( Vector3 : : AXIS_Z ) . normalized ( ) , p_camera_transform . origin ) ;
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cluster . omni_light_count = 0 ;
cluster . spot_light_count = 0 ;
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r_directional_light_soft_shadows = false ;
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for ( int i = 0 ; i < ( int ) p_lights . size ( ) ; i + + ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_lights [ i ] ) ;
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if ( ! li ) {
continue ;
}
RID base = li - > light ;
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ERR_CONTINUE ( base . is_null ( ) ) ;
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RS : : LightType type = light_storage - > light_get_type ( base ) ;
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switch ( type ) {
case RS : : LIGHT_DIRECTIONAL : {
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if ( r_directional_light_count > = cluster . max_directional_lights | | light_storage - > light_directional_get_sky_mode ( base ) = = RS : : LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY ) {
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continue ;
}
Cluster : : DirectionalLightData & light_data = cluster . directional_lights [ r_directional_light_count ] ;
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Transform3D light_transform = li - > transform ;
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Vector3 direction = inverse_transform . basis . xform ( light_transform . basis . xform ( Vector3 ( 0 , 0 , 1 ) ) ) . normalized ( ) ;
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light_data . direction [ 0 ] = direction . x ;
light_data . direction [ 1 ] = direction . y ;
light_data . direction [ 2 ] = direction . z ;
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float sign = light_storage - > light_is_negative ( base ) ? - 1 : 1 ;
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light_data . energy = sign * light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_ENERGY ) * Math_PI ;
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Color linear_col = light_storage - > light_get_color ( base ) . srgb_to_linear ( ) ;
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light_data . color [ 0 ] = linear_col . r ;
light_data . color [ 1 ] = linear_col . g ;
light_data . color [ 2 ] = linear_col . b ;
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light_data . specular = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPECULAR ) ;
light_data . mask = light_storage - > light_get_cull_mask ( base ) ;
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float size = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SIZE ) ;
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light_data . size = 1.0 - Math : : cos ( Math : : deg2rad ( size ) ) ; //angle to cosine offset
if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_PSSM_SPLITS ) {
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WARN_PRINT_ONCE ( " The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet. " ) ;
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}
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light_data . shadow_enabled = p_using_shadows & & light_storage - > light_has_shadow ( base ) ;
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float angular_diameter = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SIZE ) ;
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if ( angular_diameter > 0.0 ) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
angular_diameter = Math : : tan ( Math : : deg2rad ( angular_diameter ) ) ;
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if ( light_storage - > light_has_shadow ( base ) & & light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BLUR ) > 0.0 ) {
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
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r_directional_light_soft_shadows = true ;
}
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} else {
angular_diameter = 0.0 ;
}
if ( light_data . shadow_enabled ) {
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RS : : LightDirectionalShadowMode smode = light_storage - > light_directional_get_shadow_mode ( base ) ;
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int limit = smode = = RS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : ( smode = = RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3 ) ;
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light_data . blend_splits = ( smode ! = RS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ) & & light_storage - > light_directional_get_blend_splits ( base ) ;
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for ( int j = 0 ; j < 4 ; j + + ) {
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Rect2 atlas_rect = li - > shadow_transform [ j ] . atlas_rect ;
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 matrix = li - > shadow_transform [ j ] . camera ;
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float split = li - > shadow_transform [ MIN ( limit , j ) ] . split ;
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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 bias ;
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bias . set_light_bias ( ) ;
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 rectm ;
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rectm . set_light_atlas_rect ( atlas_rect ) ;
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Transform3D modelview = ( inverse_transform * li - > shadow_transform [ j ] . transform ) . inverse ( ) ;
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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 shadow_mtx = rectm * bias * matrix * modelview ;
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light_data . shadow_split_offsets [ j ] = split ;
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float bias_scale = li - > shadow_transform [ j ] . bias_scale ;
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light_data . shadow_bias [ j ] = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BIAS ) / 100.0 * bias_scale ;
light_data . shadow_normal_bias [ j ] = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ) * li - > shadow_transform [ j ] . shadow_texel_size ;
light_data . shadow_transmittance_bias [ j ] = light_storage - > light_get_transmittance_bias ( base ) * bias_scale ;
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light_data . shadow_z_range [ j ] = li - > shadow_transform [ j ] . farplane ;
light_data . shadow_range_begin [ j ] = li - > shadow_transform [ j ] . range_begin ;
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RendererRD : : MaterialStorage : : store_camera ( shadow_mtx , light_data . shadow_matrices [ j ] ) ;
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Vector2 uv_scale = li - > shadow_transform [ j ] . uv_scale ;
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uv_scale * = atlas_rect . size ; //adapt to atlas size
switch ( j ) {
case 0 : {
light_data . uv_scale1 [ 0 ] = uv_scale . x ;
light_data . uv_scale1 [ 1 ] = uv_scale . y ;
} break ;
case 1 : {
light_data . uv_scale2 [ 0 ] = uv_scale . x ;
light_data . uv_scale2 [ 1 ] = uv_scale . y ;
} break ;
case 2 : {
light_data . uv_scale3 [ 0 ] = uv_scale . x ;
light_data . uv_scale3 [ 1 ] = uv_scale . y ;
} break ;
case 3 : {
light_data . uv_scale4 [ 0 ] = uv_scale . x ;
light_data . uv_scale4 [ 1 ] = uv_scale . y ;
} break ;
}
}
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float fade_start = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_FADE_START ) ;
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light_data . fade_from = - light_data . shadow_split_offsets [ 3 ] * MIN ( fade_start , 0.999 ) ; //using 1.0 would break smoothstep
light_data . fade_to = - light_data . shadow_split_offsets [ 3 ] ;
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light_data . shadow_volumetric_fog_fade = 1.0 / light_storage - > light_get_shadow_volumetric_fog_fade ( base ) ;
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light_data . soft_shadow_scale = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BLUR ) ;
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light_data . softshadow_angle = angular_diameter ;
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light_data . bake_mode = light_storage - > light_get_bake_mode ( base ) ;
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if ( angular_diameter < = 0.0 ) {
light_data . soft_shadow_scale * = directional_shadow_quality_radius_get ( ) ; // Only use quality radius for PCF
}
}
r_directional_light_count + + ;
} break ;
case RS : : LIGHT_OMNI : {
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if ( cluster . omni_light_count > = cluster . max_lights ) {
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continue ;
}
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const real_t distance = camera_plane . distance_to ( li - > transform . origin ) ;
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if ( light_storage - > light_is_distance_fade_enabled ( li - > light ) ) {
const float fade_begin = light_storage - > light_get_distance_fade_begin ( li - > light ) ;
const float fade_length = light_storage - > light_get_distance_fade_length ( li - > light ) ;
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if ( distance > fade_begin ) {
if ( distance > fade_begin + fade_length ) {
// Out of range, don't draw this light to improve performance.
continue ;
}
}
}
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cluster . omni_light_sort [ cluster . omni_light_count ] . instance = li ;
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cluster . omni_light_sort [ cluster . omni_light_count ] . depth = distance ;
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cluster . omni_light_count + + ;
} break ;
case RS : : LIGHT_SPOT : {
if ( cluster . spot_light_count > = cluster . max_lights ) {
continue ;
}
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const real_t distance = camera_plane . distance_to ( li - > transform . origin ) ;
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if ( light_storage - > light_is_distance_fade_enabled ( li - > light ) ) {
const float fade_begin = light_storage - > light_get_distance_fade_begin ( li - > light ) ;
const float fade_length = light_storage - > light_get_distance_fade_length ( li - > light ) ;
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if ( distance > fade_begin ) {
if ( distance > fade_begin + fade_length ) {
// Out of range, don't draw this light to improve performance.
continue ;
}
}
}
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cluster . spot_light_sort [ cluster . spot_light_count ] . instance = li ;
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cluster . spot_light_sort [ cluster . spot_light_count ] . depth = distance ;
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cluster . spot_light_count + + ;
} break ;
}
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li - > last_pass = RSG : : rasterizer - > get_frame_number ( ) ;
}
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if ( cluster . omni_light_count ) {
SortArray < Cluster : : InstanceSort < LightInstance > > sorter ;
sorter . sort ( cluster . omni_light_sort , cluster . omni_light_count ) ;
}
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if ( cluster . spot_light_count ) {
SortArray < Cluster : : InstanceSort < LightInstance > > sorter ;
sorter . sort ( cluster . spot_light_sort , cluster . spot_light_count ) ;
}
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ShadowAtlas * shadow_atlas = nullptr ;
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if ( p_shadow_atlas . is_valid ( ) & & p_using_shadows ) {
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shadow_atlas = shadow_atlas_owner . get_or_null ( p_shadow_atlas ) ;
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}
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bool using_forward_ids = _uses_forward_ids ( ) ;
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for ( uint32_t i = 0 ; i < ( cluster . omni_light_count + cluster . spot_light_count ) ; i + + ) {
uint32_t index = ( i < cluster . omni_light_count ) ? i : i - ( cluster . omni_light_count ) ;
Cluster : : LightData & light_data = ( i < cluster . omni_light_count ) ? cluster . omni_lights [ index ] : cluster . spot_lights [ index ] ;
RS : : LightType type = ( i < cluster . omni_light_count ) ? RS : : LIGHT_OMNI : RS : : LIGHT_SPOT ;
LightInstance * li = ( i < cluster . omni_light_count ) ? cluster . omni_light_sort [ index ] . instance : cluster . spot_light_sort [ index ] . instance ;
RID base = li - > light ;
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if ( using_forward_ids ) {
_map_forward_id ( type = = RS : : LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT , li - > forward_id , index ) ;
}
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Transform3D light_transform = li - > transform ;
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float sign = light_storage - > light_is_negative ( base ) ? - 1 : 1 ;
Color linear_col = light_storage - > light_get_color ( base ) . srgb_to_linear ( ) ;
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light_data . attenuation = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_ATTENUATION ) ;
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// Reuse fade begin, fade length and distance for shadow LOD determination later.
float fade_begin = 0.0 ;
float fade_length = 0.0 ;
real_t distance = 0.0 ;
float fade = 1.0 ;
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if ( light_storage - > light_is_distance_fade_enabled ( li - > light ) ) {
fade_begin = light_storage - > light_get_distance_fade_begin ( li - > light ) ;
fade_length = light_storage - > light_get_distance_fade_length ( li - > light ) ;
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distance = camera_plane . distance_to ( li - > transform . origin ) ;
if ( distance > fade_begin ) {
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
fade = Math : : smoothstep ( 0.0f , 1.0f , 1.0f - float ( distance - fade_begin ) / fade_length ) ;
}
}
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float energy = sign * light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_ENERGY ) * Math_PI * fade ;
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light_data . color [ 0 ] = linear_col . r * energy ;
light_data . color [ 1 ] = linear_col . g * energy ;
light_data . color [ 2 ] = linear_col . b * energy ;
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light_data . specular_amount = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPECULAR ) * 2.0 ;
light_data . bake_mode = light_storage - > light_get_bake_mode ( base ) ;
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float radius = MAX ( 0.001 , light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_RANGE ) ) ;
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light_data . inv_radius = 1.0 / radius ;
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Vector3 pos = inverse_transform . xform ( light_transform . origin ) ;
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light_data . position [ 0 ] = pos . x ;
light_data . position [ 1 ] = pos . y ;
light_data . position [ 2 ] = pos . z ;
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Vector3 direction = inverse_transform . basis . xform ( light_transform . basis . xform ( Vector3 ( 0 , 0 , - 1 ) ) ) . normalized ( ) ;
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light_data . direction [ 0 ] = direction . x ;
light_data . direction [ 1 ] = direction . y ;
light_data . direction [ 2 ] = direction . z ;
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float size = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SIZE ) ;
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light_data . size = size ;
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light_data . inv_spot_attenuation = 1.0f / light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ;
float spot_angle = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPOT_ANGLE ) ;
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light_data . cos_spot_angle = Math : : cos ( Math : : deg2rad ( spot_angle ) ) ;
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light_data . mask = light_storage - > light_get_cull_mask ( base ) ;
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light_data . atlas_rect [ 0 ] = 0 ;
light_data . atlas_rect [ 1 ] = 0 ;
light_data . atlas_rect [ 2 ] = 0 ;
light_data . atlas_rect [ 3 ] = 0 ;
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RID projector = light_storage - > light_get_projector ( base ) ;
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if ( projector . is_valid ( ) ) {
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Rect2 rect = texture_storage - > decal_atlas_get_texture_rect ( projector ) ;
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if ( type = = RS : : LIGHT_SPOT ) {
light_data . projector_rect [ 0 ] = rect . position . x ;
light_data . projector_rect [ 1 ] = rect . position . y + rect . size . height ; //flip because shadow is flipped
light_data . projector_rect [ 2 ] = rect . size . width ;
light_data . projector_rect [ 3 ] = - rect . size . height ;
} else {
light_data . projector_rect [ 0 ] = rect . position . x ;
light_data . projector_rect [ 1 ] = rect . position . y ;
light_data . projector_rect [ 2 ] = rect . size . width ;
light_data . projector_rect [ 3 ] = rect . size . height * 0.5 ; //used by dp, so needs to be half
}
} else {
light_data . projector_rect [ 0 ] = 0 ;
light_data . projector_rect [ 1 ] = 0 ;
light_data . projector_rect [ 2 ] = 0 ;
light_data . projector_rect [ 3 ] = 0 ;
}
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const bool needs_shadow = shadow_atlas & & shadow_atlas - > shadow_owners . has ( li - > self ) ;
bool in_shadow_range = true ;
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if ( needs_shadow & & light_storage - > light_is_distance_fade_enabled ( li - > light ) ) {
if ( distance > light_storage - > light_get_distance_fade_shadow ( li - > light ) ) {
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// Out of range, don't draw shadows to improve performance.
in_shadow_range = false ;
}
}
if ( needs_shadow & & in_shadow_range ) {
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// fill in the shadow information
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light_data . shadow_enabled = true ;
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float shadow_texel_size = light_instance_get_shadow_texel_size ( li - > self , p_shadow_atlas ) ;
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light_data . shadow_normal_bias = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ) * shadow_texel_size * 10.0 ;
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if ( type = = RS : : LIGHT_SPOT ) {
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light_data . shadow_bias = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BIAS ) / 100.0 ;
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} else { //omni
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light_data . shadow_bias = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BIAS ) ;
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}
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light_data . transmittance_bias = light_storage - > light_get_transmittance_bias ( base ) ;
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Vector2i omni_offset ;
Rect2 rect = light_instance_get_shadow_atlas_rect ( li - > self , p_shadow_atlas , omni_offset ) ;
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light_data . atlas_rect [ 0 ] = rect . position . x ;
light_data . atlas_rect [ 1 ] = rect . position . y ;
light_data . atlas_rect [ 2 ] = rect . size . width ;
light_data . atlas_rect [ 3 ] = rect . size . height ;
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light_data . soft_shadow_scale = light_storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BLUR ) ;
light_data . shadow_volumetric_fog_fade = 1.0 / light_storage - > light_get_shadow_volumetric_fog_fade ( base ) ;
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if ( type = = RS : : LIGHT_OMNI ) {
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Transform3D proj = ( inverse_transform * light_transform ) . inverse ( ) ;
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RendererRD : : MaterialStorage : : store_transform ( proj , light_data . shadow_matrix ) ;
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if ( size > 0.0 & & light_data . soft_shadow_scale > 0.0 ) {
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
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light_data . soft_shadow_size = size ;
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} else {
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light_data . soft_shadow_size = 0.0 ;
light_data . soft_shadow_scale * = shadows_quality_radius_get ( ) ; // Only use quality radius for PCF
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}
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light_data . direction [ 0 ] = omni_offset . x * float ( rect . size . width ) ;
light_data . direction [ 1 ] = omni_offset . y * float ( rect . size . height ) ;
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} else if ( type = = RS : : LIGHT_SPOT ) {
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Transform3D modelview = ( inverse_transform * light_transform ) . inverse ( ) ;
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 bias ;
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bias . set_light_bias ( ) ;
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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 shadow_mtx = bias * li - > shadow_transform [ 0 ] . camera * modelview ;
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RendererRD : : MaterialStorage : : store_camera ( shadow_mtx , light_data . shadow_matrix ) ;
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if ( size > 0.0 & & light_data . soft_shadow_scale > 0.0 ) {
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
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 = li - > shadow_transform [ 0 ] . camera ;
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float half_np = cm . get_z_near ( ) * Math : : tan ( Math : : deg2rad ( spot_angle ) ) ;
light_data . soft_shadow_size = ( size * 0.5 / radius ) / ( half_np / cm . get_z_near ( ) ) * rect . size . width ;
} else {
light_data . soft_shadow_size = 0.0 ;
light_data . soft_shadow_scale * = shadows_quality_radius_get ( ) ; // Only use quality radius for PCF
}
}
} else {
light_data . shadow_enabled = false ;
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}
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li - > cull_mask = light_storage - > light_get_cull_mask ( base ) ;
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if ( current_cluster_builder ! = nullptr ) {
current_cluster_builder - > add_light ( type = = RS : : LIGHT_SPOT ? ClusterBuilderRD : : LIGHT_TYPE_SPOT : ClusterBuilderRD : : LIGHT_TYPE_OMNI , light_transform , radius , spot_angle ) ;
}
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r_positional_light_count + + ;
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}
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//update without barriers
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if ( cluster . omni_light_count ) {
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RD : : get_singleton ( ) - > buffer_update ( cluster . omni_light_buffer , 0 , sizeof ( Cluster : : LightData ) * cluster . omni_light_count , cluster . omni_lights , RD : : BARRIER_MASK_RASTER | RD : : BARRIER_MASK_COMPUTE ) ;
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}
if ( cluster . spot_light_count ) {
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RD : : get_singleton ( ) - > buffer_update ( cluster . spot_light_buffer , 0 , sizeof ( Cluster : : LightData ) * cluster . spot_light_count , cluster . spot_lights , RD : : BARRIER_MASK_RASTER | RD : : BARRIER_MASK_COMPUTE ) ;
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}
if ( r_directional_light_count ) {
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RD : : get_singleton ( ) - > buffer_update ( cluster . directional_light_buffer , 0 , sizeof ( Cluster : : DirectionalLightData ) * r_directional_light_count , cluster . directional_lights , RD : : BARRIER_MASK_RASTER | RD : : BARRIER_MASK_COMPUTE ) ;
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}
}
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void RendererSceneRenderRD : : _setup_decals ( const PagedArray < RID > & p_decals , const Transform3D & p_camera_inverse_xform ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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Transform3D uv_xform ;
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uv_xform . basis . scale ( Vector3 ( 2.0 , 1.0 , 2.0 ) ) ;
uv_xform . origin = Vector3 ( - 1.0 , 0.0 , - 1.0 ) ;
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uint32_t decal_count = p_decals . size ( ) ;
cluster . decal_count = 0 ;
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for ( uint32_t i = 0 ; i < decal_count ; i + + ) {
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if ( cluster . decal_count = = cluster . max_decals ) {
break ;
}
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DecalInstance * di = decal_instance_owner . get_or_null ( p_decals [ i ] ) ;
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if ( ! di ) {
continue ;
}
RID decal = di - > decal ;
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Transform3D xform = di - > transform ;
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real_t distance = - p_camera_inverse_xform . xform ( xform . origin ) . z ;
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if ( texture_storage - > decal_is_distance_fade_enabled ( decal ) ) {
float fade_begin = texture_storage - > decal_get_distance_fade_begin ( decal ) ;
float fade_length = texture_storage - > decal_get_distance_fade_length ( decal ) ;
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if ( distance > fade_begin ) {
if ( distance > fade_begin + fade_length ) {
continue ; // do not use this decal, its invisible
}
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}
}
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cluster . decal_sort [ cluster . decal_count ] . instance = di ;
cluster . decal_sort [ cluster . decal_count ] . depth = distance ;
cluster . decal_count + + ;
}
if ( cluster . decal_count > 0 ) {
SortArray < Cluster : : InstanceSort < DecalInstance > > sort_array ;
sort_array . sort ( cluster . decal_sort , cluster . decal_count ) ;
}
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bool using_forward_ids = _uses_forward_ids ( ) ;
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for ( uint32_t i = 0 ; i < cluster . decal_count ; i + + ) {
DecalInstance * di = cluster . decal_sort [ i ] . instance ;
RID decal = di - > decal ;
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if ( using_forward_ids ) {
_map_forward_id ( FORWARD_ID_TYPE_DECAL , di - > forward_id , i ) ;
}
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di - > cull_mask = texture_storage - > decal_get_cull_mask ( decal ) ;
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Transform3D xform = di - > transform ;
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float fade = 1.0 ;
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if ( texture_storage - > decal_is_distance_fade_enabled ( decal ) ) {
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const real_t distance = - p_camera_inverse_xform . xform ( xform . origin ) . z ;
const float fade_begin = texture_storage - > decal_get_distance_fade_begin ( decal ) ;
const float fade_length = texture_storage - > decal_get_distance_fade_length ( decal ) ;
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if ( distance > fade_begin ) {
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// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
fade = Math : : smoothstep ( 0.0f , 1.0f , 1.0f - float ( distance - fade_begin ) / fade_length ) ;
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}
}
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Cluster : : DecalData & dd = cluster . decals [ i ] ;
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Vector3 decal_extents = texture_storage - > decal_get_extents ( decal ) ;
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Transform3D scale_xform ;
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scale_xform . basis . scale ( decal_extents ) ;
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Transform3D to_decal_xform = ( p_camera_inverse_xform * di - > transform * scale_xform * uv_xform ) . affine_inverse ( ) ;
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RendererRD : : MaterialStorage : : store_transform ( to_decal_xform , dd . xform ) ;
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Vector3 normal = xform . basis . get_column ( Vector3 : : AXIS_Y ) . normalized ( ) ;
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normal = p_camera_inverse_xform . basis . xform ( normal ) ; //camera is normalized, so fine
dd . normal [ 0 ] = normal . x ;
dd . normal [ 1 ] = normal . y ;
dd . normal [ 2 ] = normal . z ;
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dd . normal_fade = texture_storage - > decal_get_normal_fade ( decal ) ;
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RID albedo_tex = texture_storage - > decal_get_texture ( decal , RS : : DECAL_TEXTURE_ALBEDO ) ;
RID emission_tex = texture_storage - > decal_get_texture ( decal , RS : : DECAL_TEXTURE_EMISSION ) ;
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if ( albedo_tex . is_valid ( ) ) {
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Rect2 rect = texture_storage - > decal_atlas_get_texture_rect ( albedo_tex ) ;
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dd . albedo_rect [ 0 ] = rect . position . x ;
dd . albedo_rect [ 1 ] = rect . position . y ;
dd . albedo_rect [ 2 ] = rect . size . x ;
dd . albedo_rect [ 3 ] = rect . size . y ;
} else {
if ( ! emission_tex . is_valid ( ) ) {
continue ; //no albedo, no emission, no decal.
}
dd . albedo_rect [ 0 ] = 0 ;
dd . albedo_rect [ 1 ] = 0 ;
dd . albedo_rect [ 2 ] = 0 ;
dd . albedo_rect [ 3 ] = 0 ;
}
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RID normal_tex = texture_storage - > decal_get_texture ( decal , RS : : DECAL_TEXTURE_NORMAL ) ;
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if ( normal_tex . is_valid ( ) ) {
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Rect2 rect = texture_storage - > decal_atlas_get_texture_rect ( normal_tex ) ;
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dd . normal_rect [ 0 ] = rect . position . x ;
dd . normal_rect [ 1 ] = rect . position . y ;
dd . normal_rect [ 2 ] = rect . size . x ;
dd . normal_rect [ 3 ] = rect . size . y ;
Basis normal_xform = p_camera_inverse_xform . basis * xform . basis . orthonormalized ( ) ;
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RendererRD : : MaterialStorage : : store_basis_3x4 ( normal_xform , dd . normal_xform ) ;
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} else {
dd . normal_rect [ 0 ] = 0 ;
dd . normal_rect [ 1 ] = 0 ;
dd . normal_rect [ 2 ] = 0 ;
dd . normal_rect [ 3 ] = 0 ;
}
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RID orm_tex = texture_storage - > decal_get_texture ( decal , RS : : DECAL_TEXTURE_ORM ) ;
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if ( orm_tex . is_valid ( ) ) {
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Rect2 rect = texture_storage - > decal_atlas_get_texture_rect ( orm_tex ) ;
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dd . orm_rect [ 0 ] = rect . position . x ;
dd . orm_rect [ 1 ] = rect . position . y ;
dd . orm_rect [ 2 ] = rect . size . x ;
dd . orm_rect [ 3 ] = rect . size . y ;
} else {
dd . orm_rect [ 0 ] = 0 ;
dd . orm_rect [ 1 ] = 0 ;
dd . orm_rect [ 2 ] = 0 ;
dd . orm_rect [ 3 ] = 0 ;
}
if ( emission_tex . is_valid ( ) ) {
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Rect2 rect = texture_storage - > decal_atlas_get_texture_rect ( emission_tex ) ;
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dd . emission_rect [ 0 ] = rect . position . x ;
dd . emission_rect [ 1 ] = rect . position . y ;
dd . emission_rect [ 2 ] = rect . size . x ;
dd . emission_rect [ 3 ] = rect . size . y ;
} else {
dd . emission_rect [ 0 ] = 0 ;
dd . emission_rect [ 1 ] = 0 ;
dd . emission_rect [ 2 ] = 0 ;
dd . emission_rect [ 3 ] = 0 ;
}
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Color modulate = texture_storage - > decal_get_modulate ( decal ) ;
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dd . modulate [ 0 ] = modulate . r ;
dd . modulate [ 1 ] = modulate . g ;
dd . modulate [ 2 ] = modulate . b ;
dd . modulate [ 3 ] = modulate . a * fade ;
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dd . emission_energy = texture_storage - > decal_get_emission_energy ( decal ) * fade ;
dd . albedo_mix = texture_storage - > decal_get_albedo_mix ( decal ) ;
dd . mask = texture_storage - > decal_get_cull_mask ( decal ) ;
dd . upper_fade = texture_storage - > decal_get_upper_fade ( decal ) ;
dd . lower_fade = texture_storage - > decal_get_lower_fade ( decal ) ;
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if ( current_cluster_builder ! = nullptr ) {
current_cluster_builder - > add_box ( ClusterBuilderRD : : BOX_TYPE_DECAL , xform , decal_extents ) ;
}
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}
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if ( cluster . decal_count > 0 ) {
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RD : : get_singleton ( ) - > buffer_update ( cluster . decal_buffer , 0 , sizeof ( Cluster : : DecalData ) * cluster . decal_count , cluster . decals , RD : : BARRIER_MASK_RASTER | RD : : BARRIER_MASK_COMPUTE ) ;
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}
}
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////////////////////////////////////////////////////////////////////////////////
// FOG SHADER
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 RendererSceneRenderRD : : _update_volumetric_fog ( RID p_render_buffers , RID p_environment , const Projection & p_cam_projection , const Transform3D & p_cam_transform , const Transform3D & p_prev_cam_inv_transform , RID p_shadow_atlas , int p_directional_light_count , bool p_use_directional_shadows , int p_positional_light_count , int p_voxel_gi_count , const PagedArray < RID > & p_fog_volumes ) {
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ERR_FAIL_COND ( ! is_clustered_enabled ( ) ) ; // can't use volumetric fog without clustered
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
float ratio = float ( rb - > width ) / float ( ( rb - > width + rb - > height ) / 2 ) ;
uint32_t target_width = uint32_t ( float ( volumetric_fog_size ) * ratio ) ;
uint32_t target_height = uint32_t ( float ( volumetric_fog_size ) / ratio ) ;
if ( rb - > volumetric_fog ) {
//validate
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if ( p_environment . is_null ( ) | | ! environment_get_volumetric_fog_enabled ( p_environment ) | | rb - > volumetric_fog - > width ! = target_width | | rb - > volumetric_fog - > height ! = target_height | | rb - > volumetric_fog - > depth ! = volumetric_fog_depth ) {
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memdelete ( rb - > volumetric_fog ) ;
rb - > volumetric_fog = nullptr ;
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}
}
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if ( p_environment . is_null ( ) | | ! environment_get_volumetric_fog_enabled ( p_environment ) ) {
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//no reason to enable or update, bye
return ;
}
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if ( p_environment . is_valid ( ) & & environment_get_volumetric_fog_enabled ( p_environment ) & & ! rb - > volumetric_fog ) {
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//required volumetric fog but not existing, create
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rb - > volumetric_fog = memnew ( RendererRD : : Fog : : VolumetricFog ( Vector3i ( target_width , target_height , volumetric_fog_depth ) , sky . sky_shader . default_shader_rd ) ) ;
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}
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if ( rb - > volumetric_fog ) {
RendererRD : : Fog : : VolumetricFogSettings settings ;
settings . rb_size = Vector2i ( rb - > width , rb - > height ) ;
settings . time = time ;
settings . is_using_radiance_cubemap_array = is_using_radiance_cubemap_array ( ) ;
settings . max_cluster_elements = max_cluster_elements ;
settings . volumetric_fog_filter_active = volumetric_fog_filter_active ;
settings . shadow_sampler = shadow_sampler ;
ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( p_shadow_atlas ) ;
settings . shadow_atlas_depth = shadow_atlas ? shadow_atlas - > depth : RID ( ) ;
settings . voxel_gl_buffer = render_buffers_get_voxel_gi_buffer ( p_render_buffers ) ;
settings . omni_light_buffer = get_omni_light_buffer ( ) ;
settings . spot_light_buffer = get_spot_light_buffer ( ) ;
settings . directional_shadow_depth = directional_shadow . depth ;
settings . directional_light_buffer = get_directional_light_buffer ( ) ;
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settings . vfog = rb - > volumetric_fog ;
settings . cluster_builder = rb - > cluster_builder ;
settings . rbgi = & rb - > rbgi ;
settings . sdfgi = rb - > sdfgi ;
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settings . env = p_environment ;
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settings . sky = & sky ;
settings . gi = & gi ;
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RendererRD : : Fog : : get_singleton ( ) - > volumetric_fog_update ( settings , p_cam_projection , p_cam_transform , p_prev_cam_inv_transform , p_shadow_atlas , p_directional_light_count , p_use_directional_shadows , p_positional_light_count , p_voxel_gi_count , p_fog_volumes ) ;
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}
}
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bool RendererSceneRenderRD : : _needs_post_prepass_render ( RenderDataRD * p_render_data , bool p_use_gi ) {
if ( p_render_data - > render_buffers . is_valid ( ) ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
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if ( rb - > sdfgi ! = nullptr ) {
return true ;
}
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}
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return false ;
}
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void RendererSceneRenderRD : : _post_prepass_render ( RenderDataRD * p_render_data , bool p_use_gi ) {
if ( p_render_data - > render_buffers . is_valid ( ) ) {
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if ( p_use_gi ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
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ERR_FAIL_COND ( rb = = nullptr ) ;
if ( rb - > sdfgi = = nullptr ) {
return ;
}
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rb - > sdfgi - > update_probes ( p_render_data - > environment , sky . sky_owner . get_or_null ( environment_get_sky ( p_render_data - > environment ) ) ) ;
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}
}
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}
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void RendererSceneRenderRD : : _pre_resolve_render ( RenderDataRD * p_render_data , bool p_use_gi ) {
if ( p_render_data - > render_buffers . is_valid ( ) ) {
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if ( p_use_gi ) {
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
}
}
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void RendererSceneRenderRD : : _pre_opaque_render ( RenderDataRD * p_render_data , bool p_use_ssao , bool p_use_ssil , bool p_use_gi , const RID * p_normal_roughness_slices , RID p_voxel_gi_buffer , const RID * p_vrs_slices ) {
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// Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
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RendererRD : : LightStorage * light_storage = RendererRD : : LightStorage : : get_singleton ( ) ;
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if ( p_render_data - > render_buffers . is_valid ( ) & & p_use_gi ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
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ERR_FAIL_COND ( rb = = nullptr ) ;
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if ( rb - > sdfgi ! = nullptr ) {
rb - > sdfgi - > store_probes ( ) ;
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}
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}
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render_state . cube_shadows . clear ( ) ;
render_state . shadows . clear ( ) ;
render_state . directional_shadows . clear ( ) ;
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Plane camera_plane ( - p_render_data - > cam_transform . basis . get_column ( Vector3 : : AXIS_Z ) , p_render_data - > cam_transform . origin ) ;
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float lod_distance_multiplier = p_render_data - > cam_projection . get_lod_multiplier ( ) ;
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{
for ( int i = 0 ; i < render_state . render_shadow_count ; i + + ) {
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LightInstance * li = light_instance_owner . get_or_null ( render_state . render_shadows [ i ] . light ) ;
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if ( light_storage - > light_get_type ( li - > light ) = = RS : : LIGHT_DIRECTIONAL ) {
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render_state . directional_shadows . push_back ( i ) ;
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} else if ( light_storage - > light_get_type ( li - > light ) = = RS : : LIGHT_OMNI & & light_storage - > light_omni_get_shadow_mode ( li - > light ) = = RS : : LIGHT_OMNI_SHADOW_CUBE ) {
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render_state . cube_shadows . push_back ( i ) ;
} else {
render_state . shadows . push_back ( i ) ;
}
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}
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//cube shadows are rendered in their own way
for ( uint32_t i = 0 ; i < render_state . cube_shadows . size ( ) ; i + + ) {
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_render_shadow_pass ( render_state . render_shadows [ render_state . cube_shadows [ i ] ] . light , p_render_data - > shadow_atlas , render_state . render_shadows [ render_state . cube_shadows [ i ] ] . pass , render_state . render_shadows [ render_state . cube_shadows [ i ] ] . instances , camera_plane , lod_distance_multiplier , p_render_data - > screen_mesh_lod_threshold , true , true , true , p_render_data - > render_info ) ;
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}
if ( render_state . directional_shadows . size ( ) ) {
//open the pass for directional shadows
_update_directional_shadow_atlas ( ) ;
RD : : get_singleton ( ) - > draw_list_begin ( directional_shadow . fb , RD : : INITIAL_ACTION_DROP , RD : : FINAL_ACTION_DISCARD , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_CONTINUE ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
}
// Render GI
bool render_shadows = render_state . directional_shadows . size ( ) | | render_state . shadows . size ( ) ;
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bool render_gi = p_render_data - > render_buffers . is_valid ( ) & & p_use_gi ;
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if ( render_shadows & & render_gi ) {
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RENDER_TIMESTAMP ( " Render GI + Render Shadows (Parallel) " ) ;
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} else if ( render_shadows ) {
RENDER_TIMESTAMP ( " Render Shadows " ) ;
} else if ( render_gi ) {
RENDER_TIMESTAMP ( " Render GI " ) ;
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}
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//prepare shadow rendering
if ( render_shadows ) {
_render_shadow_begin ( ) ;
//render directional shadows
for ( uint32_t i = 0 ; i < render_state . directional_shadows . size ( ) ; i + + ) {
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_render_shadow_pass ( render_state . render_shadows [ render_state . directional_shadows [ i ] ] . light , p_render_data - > shadow_atlas , render_state . render_shadows [ render_state . directional_shadows [ i ] ] . pass , render_state . render_shadows [ render_state . directional_shadows [ i ] ] . instances , camera_plane , lod_distance_multiplier , p_render_data - > screen_mesh_lod_threshold , false , i = = render_state . directional_shadows . size ( ) - 1 , false , p_render_data - > render_info ) ;
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}
//render positional shadows
for ( uint32_t i = 0 ; i < render_state . shadows . size ( ) ; i + + ) {
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_render_shadow_pass ( render_state . render_shadows [ render_state . shadows [ i ] ] . light , p_render_data - > shadow_atlas , render_state . render_shadows [ render_state . shadows [ i ] ] . pass , render_state . render_shadows [ render_state . shadows [ i ] ] . instances , camera_plane , lod_distance_multiplier , p_render_data - > screen_mesh_lod_threshold , i = = 0 , i = = render_state . shadows . size ( ) - 1 , true , p_render_data - > render_info ) ;
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}
_render_shadow_process ( ) ;
}
//start GI
if ( render_gi ) {
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gi . process_gi ( p_render_data - > render_buffers , p_normal_roughness_slices , p_voxel_gi_buffer , p_vrs_slices , p_render_data - > environment , p_render_data - > view_count , p_render_data - > view_projection , p_render_data - > view_eye_offset , p_render_data - > cam_transform , * p_render_data - > voxel_gi_instances , this ) ;
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}
//Do shadow rendering (in parallel with GI)
if ( render_shadows ) {
_render_shadow_end ( RD : : BARRIER_MASK_NO_BARRIER ) ;
}
if ( render_gi ) {
RD : : get_singleton ( ) - > compute_list_end ( RD : : BARRIER_MASK_NO_BARRIER ) ; //use a later barrier
}
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if ( p_render_data - > render_buffers . is_valid ( ) & & ss_effects ) {
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if ( p_use_ssao | | p_use_ssil ) {
RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_data - > render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
bool invalidate_uniform_set = false ;
if ( rb - > ss_effects . linear_depth . is_null ( ) ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16_SFLOAT ;
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
tf . width = ( rb - > width + 1 ) / 2 ;
tf . height = ( rb - > height + 1 ) / 2 ;
tf . mipmaps = 5 ;
tf . array_layers = 4 ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > ss_effects . linear_depth = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . linear_depth , " SS Effects Depth " ) ;
for ( uint32_t i = 0 ; i < tf . mipmaps ; i + + ) {
RID slice = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . linear_depth , 0 , i , 1 , RD : : TEXTURE_SLICE_2D_ARRAY ) ;
rb - > ss_effects . linear_depth_slices . push_back ( slice ) ;
RD : : get_singleton ( ) - > set_resource_name ( slice , " SS Effects Depth Mip " + itos ( i ) + " " ) ;
}
invalidate_uniform_set = true ;
}
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ss_effects - > downsample_depth ( rb - > depth_texture , rb - > ss_effects . linear_depth_slices , ssao_quality , ssil_quality , invalidate_uniform_set , ssao_half_size , ssil_half_size , Size2i ( rb - > width , rb - > height ) , p_render_data - > cam_projection ) ;
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}
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if ( p_use_ssao ) {
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// TODO make these proper stereo
_process_ssao ( p_render_data - > render_buffers , p_render_data - > environment , p_normal_roughness_slices [ 0 ] , p_render_data - > cam_projection ) ;
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}
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if ( p_use_ssil ) {
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// TODO make these proper stereo
_process_ssil ( p_render_data - > render_buffers , p_render_data - > environment , p_normal_roughness_slices [ 0 ] , p_render_data - > cam_projection , p_render_data - > cam_transform ) ;
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}
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}
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//full barrier here, we need raster, transfer and compute and it depends from the previous work
RD : : get_singleton ( ) - > barrier ( RD : : BARRIER_MASK_ALL , RD : : BARRIER_MASK_ALL ) ;
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if ( current_cluster_builder ) {
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current_cluster_builder - > begin ( p_render_data - > cam_transform , p_render_data - > cam_projection , ! p_render_data - > reflection_probe . is_valid ( ) ) ;
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}
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bool using_shadows = true ;
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if ( p_render_data - > reflection_probe . is_valid ( ) ) {
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if ( ! RSG : : light_storage - > reflection_probe_renders_shadows ( reflection_probe_instance_get_probe ( p_render_data - > reflection_probe ) ) ) {
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using_shadows = false ;
}
} else {
//do not render reflections when rendering a reflection probe
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_setup_reflections ( * p_render_data - > reflection_probes , p_render_data - > cam_transform . affine_inverse ( ) , p_render_data - > environment ) ;
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}
uint32_t directional_light_count = 0 ;
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uint32_t positional_light_count = 0 ;
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_setup_lights ( * p_render_data - > lights , p_render_data - > cam_transform , p_render_data - > shadow_atlas , using_shadows , directional_light_count , positional_light_count , p_render_data - > directional_light_soft_shadows ) ;
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_setup_decals ( * p_render_data - > decals , p_render_data - > cam_transform . affine_inverse ( ) ) ;
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p_render_data - > directional_light_count = directional_light_count ;
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if ( current_cluster_builder ) {
current_cluster_builder - > bake_cluster ( ) ;
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}
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if ( p_render_data - > render_buffers . is_valid ( ) ) {
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bool directional_shadows = false ;
for ( uint32_t i = 0 ; i < directional_light_count ; i + + ) {
if ( cluster . directional_lights [ i ] . shadow_enabled ) {
directional_shadows = true ;
break ;
}
}
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if ( is_volumetric_supported ( ) ) {
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_update_volumetric_fog ( p_render_data - > render_buffers , p_render_data - > environment , p_render_data - > cam_projection , p_render_data - > cam_transform , p_render_data - > prev_cam_transform . affine_inverse ( ) , p_render_data - > shadow_atlas , directional_light_count , directional_shadows , positional_light_count , render_state . voxel_gi_count , * p_render_data - > fog_volumes ) ;
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}
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}
}
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void RendererSceneRenderRD : : render_scene ( RID p_render_buffers , const CameraData * p_camera_data , const CameraData * p_prev_camera_data , const PagedArray < RenderGeometryInstance * > & p_instances , const PagedArray < RID > & p_lights , const PagedArray < RID > & p_reflection_probes , const PagedArray < RID > & p_voxel_gi_instances , const PagedArray < RID > & p_decals , const PagedArray < RID > & p_lightmaps , const PagedArray < RID > & p_fog_volumes , RID p_environment , RID p_camera_effects , RID p_shadow_atlas , RID p_occluder_debug_tex , RID p_reflection_atlas , RID p_reflection_probe , int p_reflection_probe_pass , float p_screen_mesh_lod_threshold , const RenderShadowData * p_render_shadows , int p_render_shadow_count , const RenderSDFGIData * p_render_sdfgi_regions , int p_render_sdfgi_region_count , const RenderSDFGIUpdateData * p_sdfgi_update_data , RendererScene : : RenderInfo * r_render_info ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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// getting this here now so we can direct call a bunch of things more easily
RenderBuffers * rb = nullptr ;
if ( p_render_buffers . is_valid ( ) ) {
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rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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ERR_FAIL_COND ( ! rb ) ;
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}
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//assign render data
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RenderDataRD render_data ;
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{
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render_data . render_buffers = p_render_buffers ;
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// Our first camera is used by default
render_data . cam_transform = p_camera_data - > main_transform ;
render_data . cam_projection = p_camera_data - > main_projection ;
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render_data . cam_orthogonal = p_camera_data - > is_orthogonal ;
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render_data . taa_jitter = p_camera_data - > taa_jitter ;
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render_data . view_count = p_camera_data - > view_count ;
for ( uint32_t v = 0 ; v < p_camera_data - > view_count ; v + + ) {
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render_data . view_eye_offset [ v ] = p_camera_data - > view_offset [ v ] . origin ;
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render_data . view_projection [ v ] = p_camera_data - > view_projection [ v ] ;
}
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render_data . prev_cam_transform = p_prev_camera_data - > main_transform ;
render_data . prev_cam_projection = p_prev_camera_data - > main_projection ;
render_data . prev_taa_jitter = p_prev_camera_data - > taa_jitter ;
for ( uint32_t v = 0 ; v < p_camera_data - > view_count ; v + + ) {
render_data . prev_view_projection [ v ] = p_prev_camera_data - > view_projection [ v ] ;
}
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render_data . z_near = p_camera_data - > main_projection . get_z_near ( ) ;
render_data . z_far = p_camera_data - > main_projection . get_z_far ( ) ;
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render_data . instances = & p_instances ;
render_data . lights = & p_lights ;
render_data . reflection_probes = & p_reflection_probes ;
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render_data . voxel_gi_instances = & p_voxel_gi_instances ;
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render_data . decals = & p_decals ;
render_data . lightmaps = & p_lightmaps ;
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render_data . fog_volumes = & p_fog_volumes ;
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render_data . environment = p_environment ;
render_data . camera_effects = p_camera_effects ;
render_data . shadow_atlas = p_shadow_atlas ;
render_data . reflection_atlas = p_reflection_atlas ;
render_data . reflection_probe = p_reflection_probe ;
render_data . reflection_probe_pass = p_reflection_probe_pass ;
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// this should be the same for all cameras..
render_data . lod_distance_multiplier = p_camera_data - > main_projection . get_lod_multiplier ( ) ;
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render_data . lod_camera_plane = Plane ( - p_camera_data - > main_transform . basis . get_column ( Vector3 : : AXIS_Z ) , p_camera_data - > main_transform . get_origin ( ) ) ;
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if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_DISABLE_LOD ) {
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render_data . screen_mesh_lod_threshold = 0.0 ;
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} else {
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render_data . screen_mesh_lod_threshold = p_screen_mesh_lod_threshold ;
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}
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render_state . render_shadows = p_render_shadows ;
render_state . render_shadow_count = p_render_shadow_count ;
render_state . render_sdfgi_regions = p_render_sdfgi_regions ;
render_state . render_sdfgi_region_count = p_render_sdfgi_region_count ;
render_state . sdfgi_update_data = p_sdfgi_update_data ;
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render_data . render_info = r_render_info ;
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}
PagedArray < RID > empty ;
if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_UNSHADED ) {
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render_data . lights = & empty ;
render_data . reflection_probes = & empty ;
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render_data . voxel_gi_instances = & empty ;
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}
//sdfgi first
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if ( rb ! = nullptr & & rb - > sdfgi ! = nullptr ) {
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for ( int i = 0 ; i < render_state . render_sdfgi_region_count ; i + + ) {
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rb - > sdfgi - > render_region ( p_render_buffers , render_state . render_sdfgi_regions [ i ] . region , render_state . render_sdfgi_regions [ i ] . instances , this ) ;
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}
if ( render_state . sdfgi_update_data - > update_static ) {
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rb - > sdfgi - > render_static_lights ( p_render_buffers , render_state . sdfgi_update_data - > static_cascade_count , p_sdfgi_update_data - > static_cascade_indices , render_state . sdfgi_update_data - > static_positional_lights , this ) ;
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}
}
Color clear_color ;
if ( p_render_buffers . is_valid ( ) ) {
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clear_color = texture_storage - > render_target_get_clear_request_color ( rb - > render_target ) ;
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} else {
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clear_color = RSG : : texture_storage - > get_default_clear_color ( ) ;
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}
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//assign render indices to voxel_gi_instances
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if ( is_dynamic_gi_supported ( ) ) {
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for ( uint32_t i = 0 ; i < ( uint32_t ) p_voxel_gi_instances . size ( ) ; i + + ) {
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RendererRD : : GI : : VoxelGIInstance * voxel_gi_inst = gi . voxel_gi_instance_owner . get_or_null ( p_voxel_gi_instances [ i ] ) ;
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if ( voxel_gi_inst ) {
voxel_gi_inst - > render_index = i ;
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}
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}
}
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if ( render_buffers_owner . owns ( render_data . render_buffers ) ) {
// render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
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current_cluster_builder = rb - > cluster_builder ;
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} else if ( reflection_probe_instance_owner . owns ( render_data . reflection_probe ) ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( render_data . reflection_probe ) ;
ReflectionAtlas * ra = reflection_atlas_owner . get_or_null ( rpi - > atlas ) ;
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if ( ! ra ) {
ERR_PRINT ( " reflection probe has no reflection atlas! Bug? " ) ;
current_cluster_builder = nullptr ;
} else {
current_cluster_builder = ra - > cluster_builder ;
}
} else {
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ERR_PRINT ( " No render buffer nor reflection atlas, bug " ) ; //should never happen, will crash
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current_cluster_builder = nullptr ;
}
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render_state . voxel_gi_count = 0 ;
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if ( rb ! = nullptr & & is_dynamic_gi_supported ( ) ) {
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if ( rb - > sdfgi ) {
rb - > sdfgi - > update_cascades ( ) ;
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rb - > sdfgi - > pre_process_gi ( render_data . cam_transform , & render_data , this ) ;
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rb - > sdfgi - > update_light ( ) ;
}
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gi . setup_voxel_gi_instances ( render_data . render_buffers , render_data . cam_transform , * render_data . voxel_gi_instances , render_state . voxel_gi_count , this ) ;
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}
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render_state . depth_prepass_used = false ;
//calls _pre_opaque_render between depth pre-pass and opaque pass
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if ( current_cluster_builder ! = nullptr ) {
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render_data . cluster_buffer = current_cluster_builder - > get_cluster_buffer ( ) ;
render_data . cluster_size = current_cluster_builder - > get_cluster_size ( ) ;
render_data . cluster_max_elements = current_cluster_builder - > get_max_cluster_elements ( ) ;
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}
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if ( rb ! = nullptr & & rb - > vrs_fb . is_valid ( ) ) {
// vrs_fb will only be valid if vrs is enabled
vrs - > update_vrs_texture ( rb - > vrs_fb , rb - > render_target ) ;
}
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_render_scene ( & render_data , clear_color ) ;
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if ( p_render_buffers . is_valid ( ) ) {
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/*
_debug_draw_cluster ( p_render_buffers ) ;
_render_buffers_post_process_and_tonemap ( & render_data ) ;
*/
_render_buffers_debug_draw ( p_render_buffers , p_shadow_atlas , p_occluder_debug_tex ) ;
if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SDFGI & & rb ! = nullptr & & rb - > sdfgi ! = nullptr ) {
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Vector < RID > view_rids ;
for ( int v = 0 ; v < rb - > views . size ( ) ; v + + ) {
view_rids . push_back ( rb - > views [ v ] . view_texture ) ;
}
rb - > sdfgi - > debug_draw ( render_data . view_count , render_data . view_projection , render_data . cam_transform , rb - > width , rb - > height , rb - > render_target , rb - > texture , view_rids ) ;
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}
}
}
void RendererSceneRenderRD : : _debug_draw_cluster ( RID p_render_buffers ) {
if ( p_render_buffers . is_valid ( ) & & current_cluster_builder ! = nullptr ) {
RS : : ViewportDebugDraw dd = get_debug_draw_mode ( ) ;
if ( dd = = RS : : VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS | | dd = = RS : : VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS | | dd = = RS : : VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS | | dd = = RS : : VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES ) {
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ClusterBuilderRD : : ElementType elem_type = ClusterBuilderRD : : ELEMENT_TYPE_MAX ;
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switch ( dd ) {
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case RS : : VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS :
elem_type = ClusterBuilderRD : : ELEMENT_TYPE_OMNI_LIGHT ;
break ;
case RS : : VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS :
elem_type = ClusterBuilderRD : : ELEMENT_TYPE_SPOT_LIGHT ;
break ;
case RS : : VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS :
elem_type = ClusterBuilderRD : : ELEMENT_TYPE_DECAL ;
break ;
case RS : : VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES :
elem_type = ClusterBuilderRD : : ELEMENT_TYPE_REFLECTION_PROBE ;
break ;
default : {
}
}
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current_cluster_builder - > debug ( elem_type ) ;
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}
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}
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}
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void RendererSceneRenderRD : : _render_shadow_pass ( RID p_light , RID p_shadow_atlas , int p_pass , const PagedArray < RenderGeometryInstance * > & p_instances , const Plane & p_camera_plane , float p_lod_distance_multiplier , float p_screen_mesh_lod_threshold , bool p_open_pass , bool p_close_pass , bool p_clear_region , RendererScene : : RenderInfo * p_render_info ) {
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LightInstance * light_instance = light_instance_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND ( ! light_instance ) ;
Rect2i atlas_rect ;
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uint32_t atlas_size ;
RID atlas_fb ;
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bool using_dual_paraboloid = false ;
bool using_dual_paraboloid_flip = false ;
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Vector2i dual_paraboloid_offset ;
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RID render_fb ;
RID render_texture ;
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float zfar ;
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bool use_pancake = false ;
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bool render_cubemap = false ;
bool finalize_cubemap = false ;
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bool flip_y = false ;
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 light_projection ;
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Transform3D light_transform ;
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if ( RSG : : light_storage - > light_get_type ( light_instance - > light ) = = RS : : LIGHT_DIRECTIONAL ) {
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//set pssm stuff
if ( light_instance - > last_scene_shadow_pass ! = scene_pass ) {
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light_instance - > directional_rect = _get_directional_shadow_rect ( directional_shadow . size , directional_shadow . light_count , directional_shadow . current_light ) ;
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directional_shadow . current_light + + ;
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light_instance - > last_scene_shadow_pass = scene_pass ;
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}
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use_pancake = RSG : : light_storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_SHADOW_PANCAKE_SIZE ) > 0 ;
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light_projection = light_instance - > shadow_transform [ p_pass ] . camera ;
light_transform = light_instance - > shadow_transform [ p_pass ] . transform ;
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atlas_rect = light_instance - > directional_rect ;
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if ( RSG : : light_storage - > light_directional_get_shadow_mode ( light_instance - > light ) = = RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS ) {
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atlas_rect . size . width / = 2 ;
atlas_rect . size . height / = 2 ;
if ( p_pass = = 1 ) {
atlas_rect . position . x + = atlas_rect . size . width ;
} else if ( p_pass = = 2 ) {
atlas_rect . position . y + = atlas_rect . size . height ;
} else if ( p_pass = = 3 ) {
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atlas_rect . position + = atlas_rect . size ;
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}
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} else if ( RSG : : light_storage - > light_directional_get_shadow_mode ( light_instance - > light ) = = RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ) {
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atlas_rect . size . height / = 2 ;
if ( p_pass = = 0 ) {
} else {
atlas_rect . position . y + = atlas_rect . size . height ;
}
}
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light_instance - > shadow_transform [ p_pass ] . atlas_rect = atlas_rect ;
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light_instance - > shadow_transform [ p_pass ] . atlas_rect . position / = directional_shadow . size ;
light_instance - > shadow_transform [ p_pass ] . atlas_rect . size / = directional_shadow . size ;
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zfar = RSG : : light_storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_RANGE ) ;
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render_fb = directional_shadow . fb ;
render_texture = RID ( ) ;
flip_y = true ;
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} else {
//set from shadow atlas
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( p_shadow_atlas ) ;
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ERR_FAIL_COND ( ! shadow_atlas ) ;
ERR_FAIL_COND ( ! shadow_atlas - > shadow_owners . has ( p_light ) ) ;
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_update_shadow_atlas ( shadow_atlas ) ;
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uint32_t key = shadow_atlas - > shadow_owners [ p_light ] ;
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uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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ERR_FAIL_INDEX ( ( int ) shadow , shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) ) ;
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uint32_t quadrant_size = shadow_atlas - > size > > 1 ;
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atlas_rect . position . x = ( quadrant & 1 ) * quadrant_size ;
atlas_rect . position . y = ( quadrant > > 1 ) * quadrant_size ;
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uint32_t shadow_size = ( quadrant_size / shadow_atlas - > quadrants [ quadrant ] . subdivision ) ;
atlas_rect . position . x + = ( shadow % shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
atlas_rect . position . y + = ( shadow / shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
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atlas_rect . size . width = shadow_size ;
atlas_rect . size . height = shadow_size ;
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zfar = RSG : : light_storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_RANGE ) ;
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if ( RSG : : light_storage - > light_get_type ( light_instance - > light ) = = RS : : LIGHT_OMNI ) {
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bool wrap = ( shadow + 1 ) % shadow_atlas - > quadrants [ quadrant ] . subdivision = = 0 ;
dual_paraboloid_offset = wrap ? Vector2i ( 1 - shadow_atlas - > quadrants [ quadrant ] . subdivision , 1 ) : Vector2i ( 1 , 0 ) ;
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if ( RSG : : light_storage - > light_omni_get_shadow_mode ( light_instance - > light ) = = RS : : LIGHT_OMNI_SHADOW_CUBE ) {
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ShadowCubemap * cubemap = _get_shadow_cubemap ( shadow_size / 2 ) ;
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render_fb = cubemap - > side_fb [ p_pass ] ;
render_texture = cubemap - > cubemap ;
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light_projection = light_instance - > shadow_transform [ p_pass ] . camera ;
light_transform = light_instance - > shadow_transform [ p_pass ] . transform ;
render_cubemap = true ;
finalize_cubemap = p_pass = = 5 ;
atlas_fb = shadow_atlas - > fb ;
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atlas_size = shadow_atlas - > size ;
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if ( p_pass = = 0 ) {
_render_shadow_begin ( ) ;
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}
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} else {
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atlas_rect . position . x + = 1 ;
atlas_rect . position . y + = 1 ;
atlas_rect . size . x - = 2 ;
atlas_rect . size . y - = 2 ;
atlas_rect . position + = p_pass * atlas_rect . size * dual_paraboloid_offset ;
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light_projection = light_instance - > shadow_transform [ 0 ] . camera ;
light_transform = light_instance - > shadow_transform [ 0 ] . transform ;
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using_dual_paraboloid = true ;
using_dual_paraboloid_flip = p_pass = = 1 ;
render_fb = shadow_atlas - > fb ;
flip_y = true ;
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}
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} else if ( RSG : : light_storage - > light_get_type ( light_instance - > light ) = = RS : : LIGHT_SPOT ) {
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light_projection = light_instance - > shadow_transform [ 0 ] . camera ;
light_transform = light_instance - > shadow_transform [ 0 ] . transform ;
render_fb = shadow_atlas - > fb ;
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flip_y = true ;
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}
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}
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if ( render_cubemap ) {
//rendering to cubemap
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_render_shadow_append ( render_fb , p_instances , light_projection , light_transform , zfar , 0 , 0 , false , false , use_pancake , p_camera_plane , p_lod_distance_multiplier , p_screen_mesh_lod_threshold , Rect2 ( ) , false , true , true , true , p_render_info ) ;
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if ( finalize_cubemap ) {
_render_shadow_process ( ) ;
_render_shadow_end ( ) ;
//reblit
Rect2 atlas_rect_norm = atlas_rect ;
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atlas_rect_norm . position / = float ( atlas_size ) ;
atlas_rect_norm . size / = float ( atlas_size ) ;
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copy_effects - > copy_cubemap_to_dp ( render_texture , atlas_fb , atlas_rect_norm , atlas_rect . size , light_projection . get_z_near ( ) , light_projection . get_z_far ( ) , false ) ;
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atlas_rect_norm . position + = Vector2 ( dual_paraboloid_offset ) * atlas_rect_norm . size ;
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copy_effects - > copy_cubemap_to_dp ( render_texture , atlas_fb , atlas_rect_norm , atlas_rect . size , light_projection . get_z_near ( ) , light_projection . get_z_far ( ) , true ) ;
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//restore transform so it can be properly used
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.
2022-07-19 23:11:13 +00:00
light_instance_set_shadow_transform ( p_light , Projection ( ) , light_instance - > transform , zfar , 0 , 0 , 0 ) ;
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}
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} else {
//render shadow
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_render_shadow_append ( render_fb , p_instances , light_projection , light_transform , zfar , 0 , 0 , using_dual_paraboloid , using_dual_paraboloid_flip , use_pancake , p_camera_plane , p_lod_distance_multiplier , p_screen_mesh_lod_threshold , atlas_rect , flip_y , p_clear_region , p_open_pass , p_close_pass , p_render_info ) ;
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}
}
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void RendererSceneRenderRD : : render_material ( const Transform3D & p_cam_transform , const Projection & p_cam_projection , bool p_cam_orthogonal , const PagedArray < RenderGeometryInstance * > & p_instances , RID p_framebuffer , const Rect2i & p_region ) {
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_render_material ( p_cam_transform , p_cam_projection , p_cam_orthogonal , p_instances , p_framebuffer , p_region ) ;
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}
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void RendererSceneRenderRD : : render_particle_collider_heightfield ( RID p_collider , const Transform3D & p_transform , const PagedArray < RenderGeometryInstance * > & p_instances ) {
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RendererRD : : ParticlesStorage * particles_storage = RendererRD : : ParticlesStorage : : get_singleton ( ) ;
ERR_FAIL_COND ( ! particles_storage - > particles_collision_is_heightfield ( p_collider ) ) ;
Vector3 extents = particles_storage - > particles_collision_get_extents ( p_collider ) * p_transform . basis . get_scale ( ) ;
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 ( - extents . x , extents . x , - extents . z , extents . z , 0 , extents . y * 2.0 ) ;
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Vector3 cam_pos = p_transform . origin ;
cam_pos . y + = extents . y ;
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Transform3D cam_xform ;
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cam_xform . set_look_at ( cam_pos , cam_pos - p_transform . basis . get_column ( Vector3 : : AXIS_Y ) , - p_transform . basis . get_column ( Vector3 : : AXIS_Z ) . normalized ( ) ) ;
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RID fb = particles_storage - > particles_collision_get_heightfield_framebuffer ( p_collider ) ;
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_render_particle_collider_heightfield ( fb , cam_xform , cm , p_instances ) ;
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}
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bool RendererSceneRenderRD : : free ( RID p_rid ) {
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if ( render_buffers_owner . owns ( p_rid ) ) {
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RenderBuffers * rb = render_buffers_owner . get_or_null ( p_rid ) ;
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_free_render_buffer_data ( rb ) ;
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memdelete ( rb - > data ) ;
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if ( rb - > sdfgi ) {
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rb - > sdfgi - > erase ( ) ;
memdelete ( rb - > sdfgi ) ;
rb - > sdfgi = nullptr ;
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}
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if ( rb - > volumetric_fog ) {
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memdelete ( rb - > volumetric_fog ) ;
rb - > volumetric_fog = nullptr ;
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}
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if ( rb - > cluster_builder ) {
memdelete ( rb - > cluster_builder ) ;
}
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render_buffers_owner . free ( p_rid ) ;
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} else if ( is_environment ( p_rid ) ) {
environment_free ( p_rid ) ;
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} else if ( camera_effects_owner . owns ( p_rid ) ) {
//not much to delete, just free it
camera_effects_owner . free ( p_rid ) ;
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} else if ( reflection_atlas_owner . owns ( p_rid ) ) {
reflection_atlas_set_size ( p_rid , 0 , 0 ) ;
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ReflectionAtlas * ra = reflection_atlas_owner . get_or_null ( p_rid ) ;
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if ( ra - > cluster_builder ) {
memdelete ( ra - > cluster_builder ) ;
}
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reflection_atlas_owner . free ( p_rid ) ;
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} else if ( reflection_probe_instance_owner . owns ( p_rid ) ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_rid ) ;
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_free_forward_id ( FORWARD_ID_TYPE_REFLECTION_PROBE , rpi - > forward_id ) ;
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reflection_probe_release_atlas_index ( p_rid ) ;
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reflection_probe_instance_owner . free ( p_rid ) ;
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} else if ( decal_instance_owner . owns ( p_rid ) ) {
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DecalInstance * di = decal_instance_owner . get_or_null ( p_rid ) ;
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_free_forward_id ( FORWARD_ID_TYPE_DECAL , di - > forward_id ) ;
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decal_instance_owner . free ( p_rid ) ;
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} else if ( lightmap_instance_owner . owns ( p_rid ) ) {
lightmap_instance_owner . free ( p_rid ) ;
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} else if ( gi . voxel_gi_instance_owner . owns ( p_rid ) ) {
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RendererRD : : GI : : VoxelGIInstance * voxel_gi = gi . voxel_gi_instance_owner . get_or_null ( p_rid ) ;
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if ( voxel_gi - > texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( voxel_gi - > texture ) ;
RD : : get_singleton ( ) - > free ( voxel_gi - > write_buffer ) ;
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}
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for ( int i = 0 ; i < voxel_gi - > dynamic_maps . size ( ) ; i + + ) {
RD : : get_singleton ( ) - > free ( voxel_gi - > dynamic_maps [ i ] . texture ) ;
RD : : get_singleton ( ) - > free ( voxel_gi - > dynamic_maps [ i ] . depth ) ;
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}
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gi . voxel_gi_instance_owner . free ( p_rid ) ;
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} else if ( sky . sky_owner . owns ( p_rid ) ) {
sky . update_dirty_skys ( ) ;
sky . free_sky ( p_rid ) ;
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} else if ( light_instance_owner . owns ( p_rid ) ) {
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LightInstance * light_instance = light_instance_owner . get_or_null ( p_rid ) ;
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//remove from shadow atlases..
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for ( const RID & E : light_instance - > shadow_atlases ) {
ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( E ) ;
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ERR_CONTINUE ( ! shadow_atlas - > shadow_owners . has ( p_rid ) ) ;
uint32_t key = shadow_atlas - > shadow_owners [ p_rid ] ;
uint32_t q = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t s = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
shadow_atlas - > quadrants [ q ] . shadows . write [ s ] . owner = RID ( ) ;
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if ( key & ShadowAtlas : : OMNI_LIGHT_FLAG ) {
// Omni lights use two atlas spots, make sure to clear the other as well
shadow_atlas - > quadrants [ q ] . shadows . write [ s + 1 ] . owner = RID ( ) ;
}
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shadow_atlas - > shadow_owners . erase ( p_rid ) ;
}
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if ( light_instance - > light_type ! = RS : : LIGHT_DIRECTIONAL ) {
_free_forward_id ( light_instance - > light_type = = RS : : LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT , light_instance - > forward_id ) ;
}
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light_instance_owner . free ( p_rid ) ;
} else if ( shadow_atlas_owner . owns ( p_rid ) ) {
shadow_atlas_set_size ( p_rid , 0 ) ;
shadow_atlas_owner . free ( p_rid ) ;
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} else if ( RendererRD : : Fog : : get_singleton ( ) - > owns_fog_volume_instance ( p_rid ) ) {
RendererRD : : Fog : : get_singleton ( ) - > fog_instance_free ( p_rid ) ;
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} else {
return false ;
}
return true ;
}
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void RendererSceneRenderRD : : set_debug_draw_mode ( RS : : ViewportDebugDraw p_debug_draw ) {
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debug_draw = p_debug_draw ;
}
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void RendererSceneRenderRD : : update ( ) {
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sky . update_dirty_skys ( ) ;
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}
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void RendererSceneRenderRD : : set_time ( double p_time , double p_step ) {
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time = p_time ;
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time_step = p_step ;
}
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void RendererSceneRenderRD : : screen_space_roughness_limiter_set_active ( bool p_enable , float p_amount , float p_limit ) {
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screen_space_roughness_limiter = p_enable ;
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screen_space_roughness_limiter_amount = p_amount ;
screen_space_roughness_limiter_limit = p_limit ;
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}
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bool RendererSceneRenderRD : : screen_space_roughness_limiter_is_active ( ) const {
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return screen_space_roughness_limiter ;
}
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float RendererSceneRenderRD : : screen_space_roughness_limiter_get_amount ( ) const {
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return screen_space_roughness_limiter_amount ;
}
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float RendererSceneRenderRD : : screen_space_roughness_limiter_get_limit ( ) const {
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return screen_space_roughness_limiter_limit ;
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}
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TypedArray < Image > RendererSceneRenderRD : : bake_render_uv2 ( RID p_base , const Vector < RID > & p_material_overrides , const Size2i & p_image_size ) {
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RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
tf . width = p_image_size . width ; // Always 64x64
tf . height = p_image_size . height ;
tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
RID albedo_alpha_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RID normal_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RID orm_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
RID emission_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
RID depth_write_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
tf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D32_SFLOAT , RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ? RD : : DATA_FORMAT_D32_SFLOAT : RD : : DATA_FORMAT_X8_D24_UNORM_PACK32 ;
RID depth_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
Vector < RID > fb_tex ;
fb_tex . push_back ( albedo_alpha_tex ) ;
fb_tex . push_back ( normal_tex ) ;
fb_tex . push_back ( orm_tex ) ;
fb_tex . push_back ( emission_tex ) ;
fb_tex . push_back ( depth_write_tex ) ;
fb_tex . push_back ( depth_tex ) ;
RID fb = RD : : get_singleton ( ) - > framebuffer_create ( fb_tex ) ;
//RID sampled_light;
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RenderGeometryInstance * gi = geometry_instance_create ( p_base ) ;
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uint32_t sc = RSG : : mesh_storage - > mesh_get_surface_count ( p_base ) ;
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Vector < RID > materials ;
materials . resize ( sc ) ;
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for ( uint32_t i = 0 ; i < sc ; i + + ) {
if ( i < ( uint32_t ) p_material_overrides . size ( ) ) {
materials . write [ i ] = p_material_overrides [ i ] ;
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}
}
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gi - > set_surface_materials ( materials ) ;
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if ( cull_argument . size ( ) = = 0 ) {
cull_argument . push_back ( nullptr ) ;
}
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cull_argument [ 0 ] = gi ;
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_render_uv2 ( cull_argument , fb , Rect2i ( 0 , 0 , p_image_size . width , p_image_size . height ) ) ;
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geometry_instance_free ( gi ) ;
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TypedArray < Image > ret ;
{
PackedByteArray data = RD : : get_singleton ( ) - > texture_get_data ( albedo_alpha_tex , 0 ) ;
Ref < Image > img ;
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img . instantiate ( ) ;
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img - > create ( p_image_size . width , p_image_size . height , false , Image : : FORMAT_RGBA8 , data ) ;
RD : : get_singleton ( ) - > free ( albedo_alpha_tex ) ;
ret . push_back ( img ) ;
}
{
PackedByteArray data = RD : : get_singleton ( ) - > texture_get_data ( normal_tex , 0 ) ;
Ref < Image > img ;
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img . instantiate ( ) ;
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img - > create ( p_image_size . width , p_image_size . height , false , Image : : FORMAT_RGBA8 , data ) ;
RD : : get_singleton ( ) - > free ( normal_tex ) ;
ret . push_back ( img ) ;
}
{
PackedByteArray data = RD : : get_singleton ( ) - > texture_get_data ( orm_tex , 0 ) ;
Ref < Image > img ;
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img . instantiate ( ) ;
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img - > create ( p_image_size . width , p_image_size . height , false , Image : : FORMAT_RGBA8 , data ) ;
RD : : get_singleton ( ) - > free ( orm_tex ) ;
ret . push_back ( img ) ;
}
{
PackedByteArray data = RD : : get_singleton ( ) - > texture_get_data ( emission_tex , 0 ) ;
Ref < Image > img ;
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img . instantiate ( ) ;
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img - > create ( p_image_size . width , p_image_size . height , false , Image : : FORMAT_RGBAH , data ) ;
RD : : get_singleton ( ) - > free ( emission_tex ) ;
ret . push_back ( img ) ;
}
RD : : get_singleton ( ) - > free ( depth_write_tex ) ;
RD : : get_singleton ( ) - > free ( depth_tex ) ;
return ret ;
}
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void RendererSceneRenderRD : : sdfgi_set_debug_probe_select ( const Vector3 & p_position , const Vector3 & p_dir ) {
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gi . sdfgi_debug_probe_pos = p_position ;
gi . sdfgi_debug_probe_dir = p_dir ;
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}
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RendererSceneRenderRD * RendererSceneRenderRD : : singleton = nullptr ;
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RID RendererSceneRenderRD : : get_reflection_probe_buffer ( ) {
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return cluster . reflection_buffer ;
}
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RID RendererSceneRenderRD : : get_omni_light_buffer ( ) {
return cluster . omni_light_buffer ;
}
RID RendererSceneRenderRD : : get_spot_light_buffer ( ) {
return cluster . spot_light_buffer ;
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}
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RID RendererSceneRenderRD : : get_directional_light_buffer ( ) {
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return cluster . directional_light_buffer ;
}
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RID RendererSceneRenderRD : : get_decal_buffer ( ) {
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return cluster . decal_buffer ;
}
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int RendererSceneRenderRD : : get_max_directional_lights ( ) const {
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return cluster . max_directional_lights ;
}
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bool RendererSceneRenderRD : : is_vrs_supported ( ) const {
return RD : : get_singleton ( ) - > has_feature ( RD : : SUPPORTS_ATTACHMENT_VRS ) ;
}
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bool RendererSceneRenderRD : : is_dynamic_gi_supported ( ) const {
// usable by default (unless low end = true)
return true ;
}
bool RendererSceneRenderRD : : is_clustered_enabled ( ) const {
// used by default.
return true ;
}
bool RendererSceneRenderRD : : is_volumetric_supported ( ) const {
// usable by default (unless low end = true)
return true ;
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}
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uint32_t RendererSceneRenderRD : : get_max_elements ( ) const {
return GLOBAL_GET ( " rendering/limits/cluster_builder/max_clustered_elements " ) ;
}
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RendererSceneRenderRD : : RendererSceneRenderRD ( ) {
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singleton = this ;
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}
void RendererSceneRenderRD : : init ( ) {
max_cluster_elements = get_max_elements ( ) ;
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directional_shadow . size = GLOBAL_GET ( " rendering/shadows/directional_shadow/size " ) ;
directional_shadow . use_16_bits = GLOBAL_GET ( " rendering/shadows/directional_shadow/16_bits " ) ;
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/* SKY SHADER */
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sky . init ( ) ;
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/* GI */
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if ( is_dynamic_gi_supported ( ) ) {
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gi . init ( & sky ) ;
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}
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{ //decals
cluster . max_decals = max_cluster_elements ;
uint32_t decal_buffer_size = cluster . max_decals * sizeof ( Cluster : : DecalData ) ;
cluster . decals = memnew_arr ( Cluster : : DecalData , cluster . max_decals ) ;
cluster . decal_sort = memnew_arr ( Cluster : : InstanceSort < DecalInstance > , cluster . max_decals ) ;
cluster . decal_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( decal_buffer_size ) ;
}
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{ //reflections
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cluster . max_reflections = max_cluster_elements ;
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cluster . reflections = memnew_arr ( Cluster : : ReflectionData , cluster . max_reflections ) ;
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cluster . reflection_sort = memnew_arr ( Cluster : : InstanceSort < ReflectionProbeInstance > , cluster . max_reflections ) ;
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cluster . reflection_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( Cluster : : ReflectionData ) * cluster . max_reflections ) ;
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}
{ //lights
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cluster . max_lights = max_cluster_elements ;
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uint32_t light_buffer_size = cluster . max_lights * sizeof ( Cluster : : LightData ) ;
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cluster . omni_lights = memnew_arr ( Cluster : : LightData , cluster . max_lights ) ;
cluster . omni_light_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( light_buffer_size ) ;
cluster . omni_light_sort = memnew_arr ( Cluster : : InstanceSort < LightInstance > , cluster . max_lights ) ;
cluster . spot_lights = memnew_arr ( Cluster : : LightData , cluster . max_lights ) ;
cluster . spot_light_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( light_buffer_size ) ;
cluster . spot_light_sort = memnew_arr ( Cluster : : InstanceSort < LightInstance > , cluster . max_lights ) ;
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//defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
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cluster . max_directional_lights = MAX_DIRECTIONAL_LIGHTS ;
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uint32_t directional_light_buffer_size = cluster . max_directional_lights * sizeof ( Cluster : : DirectionalLightData ) ;
cluster . directional_lights = memnew_arr ( Cluster : : DirectionalLightData , cluster . max_directional_lights ) ;
cluster . directional_light_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( directional_light_buffer_size ) ;
}
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if ( is_volumetric_supported ( ) ) {
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RendererRD : : Fog : : get_singleton ( ) - > init_fog_shader ( cluster . max_directional_lights , get_roughness_layers ( ) , is_using_radiance_cubemap_array ( ) ) ;
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}
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{
RD : : SamplerState sampler ;
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sampler . mag_filter = RD : : SAMPLER_FILTER_NEAREST ;
sampler . min_filter = RD : : SAMPLER_FILTER_NEAREST ;
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sampler . enable_compare = true ;
sampler . compare_op = RD : : COMPARE_OP_LESS ;
shadow_sampler = RD : : get_singleton ( ) - > sampler_create ( sampler ) ;
}
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camera_effects_set_dof_blur_bokeh_shape ( RS : : DOFBokehShape ( int ( GLOBAL_GET ( " rendering/camera/depth_of_field/depth_of_field_bokeh_shape " ) ) ) ) ;
camera_effects_set_dof_blur_quality ( RS : : DOFBlurQuality ( int ( GLOBAL_GET ( " rendering/camera/depth_of_field/depth_of_field_bokeh_quality " ) ) ) , GLOBAL_GET ( " rendering/camera/depth_of_field/depth_of_field_use_jitter " ) ) ;
environment_set_ssao_quality ( RS : : EnvironmentSSAOQuality ( int ( GLOBAL_GET ( " rendering/environment/ssao/quality " ) ) ) , GLOBAL_GET ( " rendering/environment/ssao/half_size " ) , GLOBAL_GET ( " rendering/environment/ssao/adaptive_target " ) , GLOBAL_GET ( " rendering/environment/ssao/blur_passes " ) , GLOBAL_GET ( " rendering/environment/ssao/fadeout_from " ) , GLOBAL_GET ( " rendering/environment/ssao/fadeout_to " ) ) ;
screen_space_roughness_limiter = GLOBAL_GET ( " rendering/anti_aliasing/screen_space_roughness_limiter/enabled " ) ;
screen_space_roughness_limiter_amount = GLOBAL_GET ( " rendering/anti_aliasing/screen_space_roughness_limiter/amount " ) ;
screen_space_roughness_limiter_limit = GLOBAL_GET ( " rendering/anti_aliasing/screen_space_roughness_limiter/limit " ) ;
glow_bicubic_upscale = int ( GLOBAL_GET ( " rendering/environment/glow/upscale_mode " ) ) > 0 ;
glow_high_quality = GLOBAL_GET ( " rendering/environment/glow/use_high_quality " ) ;
ssr_roughness_quality = RS : : EnvironmentSSRRoughnessQuality ( int ( GLOBAL_GET ( " rendering/environment/screen_space_reflection/roughness_quality " ) ) ) ;
sss_quality = RS : : SubSurfaceScatteringQuality ( int ( GLOBAL_GET ( " rendering/environment/subsurface_scattering/subsurface_scattering_quality " ) ) ) ;
sss_scale = GLOBAL_GET ( " rendering/environment/subsurface_scattering/subsurface_scattering_scale " ) ;
sss_depth_scale = GLOBAL_GET ( " rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale " ) ;
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environment_set_ssil_quality ( RS : : EnvironmentSSILQuality ( int ( GLOBAL_GET ( " rendering/environment/ssil/quality " ) ) ) , GLOBAL_GET ( " rendering/environment/ssil/half_size " ) , GLOBAL_GET ( " rendering/environment/ssil/adaptive_target " ) , GLOBAL_GET ( " rendering/environment/ssil/blur_passes " ) , GLOBAL_GET ( " rendering/environment/ssil/fadeout_from " ) , GLOBAL_GET ( " rendering/environment/ssil/fadeout_to " ) ) ;
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directional_penumbra_shadow_kernel = memnew_arr ( float , 128 ) ;
directional_soft_shadow_kernel = memnew_arr ( float , 128 ) ;
penumbra_shadow_kernel = memnew_arr ( float , 128 ) ;
soft_shadow_kernel = memnew_arr ( float , 128 ) ;
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positional_soft_shadow_filter_set_quality ( RS : : ShadowQuality ( int ( GLOBAL_GET ( " rendering/shadows/positional_shadow/soft_shadow_filter_quality " ) ) ) ) ;
directional_soft_shadow_filter_set_quality ( RS : : ShadowQuality ( int ( GLOBAL_GET ( " rendering/shadows/directional_shadow/soft_shadow_filter_quality " ) ) ) ) ;
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environment_set_volumetric_fog_volume_size ( GLOBAL_GET ( " rendering/environment/volumetric_fog/volume_size " ) , GLOBAL_GET ( " rendering/environment/volumetric_fog/volume_depth " ) ) ;
environment_set_volumetric_fog_filter_active ( GLOBAL_GET ( " rendering/environment/volumetric_fog/use_filter " ) ) ;
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decals_set_filter ( RS : : DecalFilter ( int ( GLOBAL_GET ( " rendering/textures/decals/filter " ) ) ) ) ;
light_projectors_set_filter ( RS : : LightProjectorFilter ( int ( GLOBAL_GET ( " rendering/textures/light_projectors/filter " ) ) ) ) ;
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cull_argument . set_page_pool ( & cull_argument_pool ) ;
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bool can_use_storage = _render_buffers_can_be_storage ( ) ;
bokeh_dof = memnew ( RendererRD : : BokehDOF ( ! can_use_storage ) ) ;
copy_effects = memnew ( RendererRD : : CopyEffects ( ! can_use_storage ) ) ;
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tone_mapper = memnew ( RendererRD : : ToneMapper ) ;
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vrs = memnew ( RendererRD : : VRS ) ;
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if ( can_use_storage ) {
ss_effects = memnew ( RendererRD : : SSEffects ) ;
}
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}
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RendererSceneRenderRD : : ~ RendererSceneRenderRD ( ) {
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if ( bokeh_dof ) {
memdelete ( bokeh_dof ) ;
}
if ( copy_effects ) {
memdelete ( copy_effects ) ;
}
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if ( tone_mapper ) {
memdelete ( tone_mapper ) ;
}
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if ( vrs ) {
memdelete ( vrs ) ;
}
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if ( ss_effects ) {
memdelete ( ss_effects ) ;
}
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for ( const KeyValue < int , ShadowCubemap > & E : shadow_cubemaps ) {
RD : : get_singleton ( ) - > free ( E . value . cubemap ) ;
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}
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if ( sky . sky_scene_state . uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( sky . sky_scene_state . uniform_set ) ) {
RD : : get_singleton ( ) - > free ( sky . sky_scene_state . uniform_set ) ;
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}
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if ( is_dynamic_gi_supported ( ) ) {
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gi . free ( ) ;
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}
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if ( is_volumetric_supported ( ) ) {
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RendererRD : : Fog : : get_singleton ( ) - > free_fog_shader ( ) ;
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}
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memdelete_arr ( directional_penumbra_shadow_kernel ) ;
memdelete_arr ( directional_soft_shadow_kernel ) ;
memdelete_arr ( penumbra_shadow_kernel ) ;
memdelete_arr ( soft_shadow_kernel ) ;
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{
RD : : get_singleton ( ) - > free ( cluster . directional_light_buffer ) ;
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RD : : get_singleton ( ) - > free ( cluster . omni_light_buffer ) ;
RD : : get_singleton ( ) - > free ( cluster . spot_light_buffer ) ;
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RD : : get_singleton ( ) - > free ( cluster . reflection_buffer ) ;
RD : : get_singleton ( ) - > free ( cluster . decal_buffer ) ;
memdelete_arr ( cluster . directional_lights ) ;
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memdelete_arr ( cluster . omni_lights ) ;
memdelete_arr ( cluster . spot_lights ) ;
memdelete_arr ( cluster . omni_light_sort ) ;
memdelete_arr ( cluster . spot_light_sort ) ;
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memdelete_arr ( cluster . reflections ) ;
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memdelete_arr ( cluster . reflection_sort ) ;
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memdelete_arr ( cluster . decals ) ;
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memdelete_arr ( cluster . decal_sort ) ;
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}
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RD : : get_singleton ( ) - > free ( shadow_sampler ) ;
directional_shadow_atlas_set_size ( 0 ) ;
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cull_argument . reset ( ) ; //avoid exit error
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}