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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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/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* 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, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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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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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_environment ) ;
RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
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bool needs_sdfgi = env & & env - > sdfgi_enabled ;
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 ! = env - > sdfgi_cascades | | rb - > sdfgi - > min_cell_size ! = env - > sdfgi_min_cell_size | | requested_history_size ! = rb - > sdfgi - > history_size | | rb - > sdfgi - > uses_occlusion ! = env - > sdfgi_use_occlusion | | rb - > sdfgi - > y_scale_mode ! = env - > sdfgi_y_scale ) ) {
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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
rb - > sdfgi = gi . create_sdfgi ( env , p_world_position , requested_history_size ) ;
} else {
//check for updates
rb - > sdfgi - > update ( env , p_world_position ) ;
}
}
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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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RID RendererSceneRenderRD : : environment_allocate ( ) {
return environment_owner . allocate_rid ( ) ;
}
void RendererSceneRenderRD : : environment_initialize ( RID p_rid ) {
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environment_owner . initialize_rid ( p_rid , RendererSceneEnvironmentRD ( ) ) ;
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}
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void RendererSceneRenderRD : : environment_set_background ( RID p_env , RS : : EnvironmentBG p_bg ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > background = p_bg ;
}
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void RendererSceneRenderRD : : environment_set_sky ( RID p_env , RID p_sky ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > sky = p_sky ;
}
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void RendererSceneRenderRD : : environment_set_sky_custom_fov ( RID p_env , float p_scale ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > sky_custom_fov = p_scale ;
}
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void RendererSceneRenderRD : : environment_set_sky_orientation ( RID p_env , const Basis & p_orientation ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > sky_orientation = p_orientation ;
}
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void RendererSceneRenderRD : : environment_set_bg_color ( RID p_env , const Color & p_color ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > bg_color = p_color ;
}
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void RendererSceneRenderRD : : environment_set_bg_energy ( RID p_env , float p_energy ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > bg_energy = p_energy ;
}
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void RendererSceneRenderRD : : environment_set_canvas_max_layer ( RID p_env , int p_max_layer ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > canvas_max_layer = p_max_layer ;
}
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void RendererSceneRenderRD : : environment_set_ambient_light ( RID p_env , const Color & p_color , RS : : EnvironmentAmbientSource p_ambient , float p_energy , float p_sky_contribution , RS : : EnvironmentReflectionSource p_reflection_source ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > set_ambient_light ( p_color , p_ambient , p_energy , p_sky_contribution , p_reflection_source ) ;
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}
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RS : : EnvironmentBG RendererSceneRenderRD : : environment_get_background ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , RS : : ENV_BG_MAX ) ;
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return env - > background ;
}
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RID RendererSceneRenderRD : : environment_get_sky ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , RID ( ) ) ;
return env - > sky ;
}
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float RendererSceneRenderRD : : environment_get_sky_custom_fov ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > sky_custom_fov ;
}
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Basis RendererSceneRenderRD : : environment_get_sky_orientation ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Basis ( ) ) ;
return env - > sky_orientation ;
}
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Color RendererSceneRenderRD : : environment_get_bg_color ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Color ( ) ) ;
return env - > bg_color ;
}
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float RendererSceneRenderRD : : environment_get_bg_energy ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > bg_energy ;
}
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int RendererSceneRenderRD : : environment_get_canvas_max_layer ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > canvas_max_layer ;
}
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Color RendererSceneRenderRD : : environment_get_ambient_light_color ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Color ( ) ) ;
return env - > ambient_light ;
}
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RS : : EnvironmentAmbientSource RendererSceneRenderRD : : environment_get_ambient_source ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , RS : : ENV_AMBIENT_SOURCE_BG ) ;
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return env - > ambient_source ;
}
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float RendererSceneRenderRD : : environment_get_ambient_light_energy ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > ambient_light_energy ;
}
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float RendererSceneRenderRD : : environment_get_ambient_sky_contribution ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > ambient_sky_contribution ;
}
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RS : : EnvironmentReflectionSource RendererSceneRenderRD : : environment_get_reflection_source ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , RS : : ENV_REFLECTION_SOURCE_DISABLED ) ;
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return env - > reflection_source ;
}
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void RendererSceneRenderRD : : environment_set_tonemap ( RID p_env , RS : : EnvironmentToneMapper p_tone_mapper , float p_exposure , float p_white , bool p_auto_exposure , float p_min_luminance , float p_max_luminance , float p_auto_exp_speed , float p_auto_exp_scale ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > set_tonemap ( p_tone_mapper , p_exposure , p_white , p_auto_exposure , p_min_luminance , p_max_luminance , p_auto_exp_speed , p_auto_exp_scale ) ;
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}
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void RendererSceneRenderRD : : environment_set_glow ( RID p_env , bool p_enable , Vector < float > p_levels , float p_intensity , float p_strength , float p_mix , float p_bloom_threshold , RS : : EnvironmentGlowBlendMode p_blend_mode , float p_hdr_bleed_threshold , float p_hdr_bleed_scale , float p_hdr_luminance_cap , float p_glow_map_strength , RID p_glow_map ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > set_glow ( p_enable , p_levels , p_intensity , p_strength , p_mix , p_bloom_threshold , p_blend_mode , p_hdr_bleed_threshold , p_hdr_bleed_scale , p_hdr_luminance_cap , p_glow_map_strength , p_glow_map ) ;
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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_sdfgi ( RID p_env , bool p_enable , int p_cascades , float p_min_cell_size , RS : : EnvironmentSDFGIYScale p_y_scale , bool p_use_occlusion , float p_bounce_feedback , bool p_read_sky , float p_energy , float p_normal_bias , float p_probe_bias ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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if ( ! is_dynamic_gi_supported ( ) ) {
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return ;
}
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env - > set_sdfgi ( p_enable , p_cascades , p_min_cell_size , p_y_scale , p_use_occlusion , p_bounce_feedback , p_read_sky , p_energy , p_normal_bias , p_probe_bias ) ;
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}
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void RendererSceneRenderRD : : environment_set_fog ( RID p_env , bool p_enable , const Color & p_light_color , float p_light_energy , float p_sun_scatter , float p_density , float p_height , float p_height_density , float p_fog_aerial_perspective ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > set_fog ( p_enable , p_light_color , p_light_energy , p_sun_scatter , p_density , p_height , p_height_density , p_fog_aerial_perspective ) ;
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}
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bool RendererSceneRenderRD : : environment_is_fog_enabled ( RID p_env ) const {
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const RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
return env - > fog_enabled ;
}
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Color RendererSceneRenderRD : : environment_get_fog_light_color ( RID p_env ) const {
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const RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Color ( ) ) ;
return env - > fog_light_color ;
}
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float RendererSceneRenderRD : : environment_get_fog_light_energy ( RID p_env ) const {
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const RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_light_energy ;
}
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float RendererSceneRenderRD : : environment_get_fog_sun_scatter ( RID p_env ) const {
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const RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_sun_scatter ;
}
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float RendererSceneRenderRD : : environment_get_fog_density ( RID p_env ) const {
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const RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_density ;
}
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float RendererSceneRenderRD : : environment_get_fog_height ( RID p_env ) const {
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const RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_height ;
}
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float RendererSceneRenderRD : : environment_get_fog_height_density ( RID p_env ) const {
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const RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_height_density ;
}
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float RendererSceneRenderRD : : environment_get_fog_aerial_perspective ( RID p_env ) const {
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const RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_aerial_perspective ;
}
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void RendererSceneRenderRD : : environment_set_volumetric_fog ( RID p_env , bool p_enable , float p_density , const Color & p_albedo , const Color & p_emission , float p_emission_energy , float p_anisotropy , float p_length , float p_detail_spread , float p_gi_inject , bool p_temporal_reprojection , float p_temporal_reprojection_amount , float p_ambient_inject ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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if ( ! is_volumetric_supported ( ) ) {
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return ;
}
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env - > set_volumetric_fog ( p_enable , p_density , p_albedo , p_emission , p_emission_energy , p_anisotropy , p_length , p_detail_spread , p_gi_inject , p_temporal_reprojection , p_temporal_reprojection_amount , p_ambient_inject ) ;
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}
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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 ( RID p_env , bool p_enable , int p_max_steps , float p_fade_int , float p_fade_out , float p_depth_tolerance ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > set_ssr ( p_enable , p_max_steps , p_fade_int , p_fade_out , p_depth_tolerance ) ;
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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 ( RID p_env , bool p_enable , float p_radius , float p_intensity , float p_power , float p_detail , float p_horizon , float p_sharpness , float p_light_affect , float p_ao_channel_affect ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > set_ssao ( p_enable , p_radius , p_intensity , p_power , p_detail , p_horizon , p_sharpness , p_light_affect , p_ao_channel_affect ) ;
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}
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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 ( RID p_env , bool p_enable , float p_radius , float p_intensity , float p_sharpness , float p_normal_rejection ) {
RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > ssil_enabled = p_enable ;
env - > ssil_radius = p_radius ;
env - > ssil_intensity = p_intensity ;
env - > ssil_sharpness = p_sharpness ;
env - > ssil_normal_rejection = p_normal_rejection ;
}
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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bool RendererSceneRenderRD : : environment_is_ssao_enabled ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
return env - > ssao_enabled ;
}
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float RendererSceneRenderRD : : environment_get_ssao_ao_affect ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0.0 ) ;
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return env - > ssao_ao_channel_affect ;
}
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float RendererSceneRenderRD : : environment_get_ssao_light_affect ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0.0 ) ;
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return env - > ssao_direct_light_affect ;
}
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bool RendererSceneRenderRD : : environment_is_ssil_enabled ( RID p_env ) const {
RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
ERR_FAIL_COND_V ( ! env , false ) ;
return env - > ssil_enabled ;
}
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bool RendererSceneRenderRD : : environment_is_ssr_enabled ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
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return env - > ssr_enabled ;
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}
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bool RendererSceneRenderRD : : environment_is_sdfgi_enabled ( RID p_env ) const {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
return env - > sdfgi_enabled ;
}
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bool RendererSceneRenderRD : : is_environment ( RID p_env ) const {
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return environment_owner . owns ( p_env ) ;
}
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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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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Ref < Image > ( ) ) ;
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RS : : EnvironmentBG environment_background = env - > background ;
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 = env - > ambient_source ;
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 ;
}
use_cube_map = use_cube_map | | ( environment_background = = RS : : ENV_BG_SKY & & env - > sky . is_valid ( ) ) ;
Color ambient_color ;
float ambient_color_sky_mix ;
if ( use_ambient_light ) {
ambient_color_sky_mix = env - > ambient_sky_contribution ;
const float ambient_energy = env - > ambient_light_energy ;
ambient_color = env - > ambient_light ;
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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 ) {
Ref < Image > panorama = sky_bake_panorama ( env - > sky , env - > bg_energy , p_bake_irradiance , p_size ) ;
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 {
const float bg_energy = env - > bg_energy ;
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Color panorama_color = ( ( environment_background = = RS : : ENV_BG_CLEAR_COLOR ) ? RSG : : texture_storage - > get_default_clear_color ( ) : env - > bg_color ) ;
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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 ) {
FogVolumeInstance fvi ;
fvi . volume = p_fog_volume ;
return fog_volume_instance_owner . make_rid ( fvi ) ;
}
void RendererSceneRenderRD : : fog_volume_instance_set_transform ( RID p_fog_volume_instance , const Transform3D & p_transform ) {
FogVolumeInstance * fvi = fog_volume_instance_owner . get_or_null ( p_fog_volume_instance ) ;
ERR_FAIL_COND ( ! fvi ) ;
fvi - > transform = p_transform ;
}
void RendererSceneRenderRD : : fog_volume_instance_set_active ( RID p_fog_volume_instance , bool p_active ) {
FogVolumeInstance * fvi = fog_volume_instance_owner . get_or_null ( p_fog_volume_instance ) ;
ERR_FAIL_COND ( ! fvi ) ;
fvi - > active = p_active ;
}
RID RendererSceneRenderRD : : fog_volume_instance_get_volume ( RID p_fog_volume_instance ) const {
FogVolumeInstance * fvi = fog_volume_instance_owner . get_or_null ( p_fog_volume_instance ) ;
ERR_FAIL_COND_V ( ! fvi , RID ( ) ) ;
return fvi - > volume ;
}
Vector3 RendererSceneRenderRD : : fog_volume_instance_get_position ( RID p_fog_volume_instance ) const {
FogVolumeInstance * fvi = fog_volume_instance_owner . get_or_null ( p_fog_volume_instance ) ;
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 ;
}
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void RendererSceneRenderRD : : light_instance_set_shadow_transform ( RID p_light_instance , const CameraMatrix & p_projection , const Transform3D & p_transform , float p_far , float p_split , int p_pass , float p_shadow_texel_size , float p_bias_scale , float p_range_begin , const Vector2 & p_uv_scale ) {
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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 < GeometryInstance * > & 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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}
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void RendererSceneRenderRD : : _debug_sdfgi_probes ( RID p_render_buffers , RID p_framebuffer , const uint32_t p_view_count , const CameraMatrix * p_camera_with_transforms , bool p_will_continue_color , bool p_will_continue_depth ) {
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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 ( ) ;
}
if ( rb - > ss_effects . ssao . ao_final . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . ao_deinterleaved ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . ao_pong ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . ao_final ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . importance_map [ 0 ] ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . importance_map [ 1 ] ) ;
rb - > ss_effects . ssao . ao_deinterleaved = RID ( ) ;
rb - > ss_effects . ssao . ao_pong = RID ( ) ;
rb - > ss_effects . ssao . ao_final = RID ( ) ;
rb - > ss_effects . ssao . importance_map [ 0 ] = RID ( ) ;
rb - > ss_effects . ssao . importance_map [ 1 ] = RID ( ) ;
rb - > ss_effects . ssao . ao_deinterleaved_slices . clear ( ) ;
rb - > ss_effects . ssao . ao_pong_slices . clear ( ) ;
}
if ( rb - > ss_effects . ssil . ssil_final . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . ssil_final ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . deinterleaved ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . pong ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . edges ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . importance_map [ 0 ] ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . importance_map [ 1 ] ) ;
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rb - > ss_effects . ssil . ssil_final = RID ( ) ;
rb - > ss_effects . ssil . deinterleaved = RID ( ) ;
rb - > ss_effects . ssil . pong = RID ( ) ;
rb - > ss_effects . ssil . edges = RID ( ) ;
rb - > ss_effects . ssil . deinterleaved_slices . clear ( ) ;
rb - > ss_effects . ssil . pong_slices . clear ( ) ;
rb - > ss_effects . ssil . edges_slices . clear ( ) ;
rb - > ss_effects . ssil . importance_map [ 0 ] = RID ( ) ;
rb - > ss_effects . ssil . importance_map [ 1 ] = RID ( ) ;
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RD : : get_singleton ( ) - > free ( rb - > ss_effects . last_frame ) ;
rb - > ss_effects . last_frame = RID ( ) ;
rb - > ss_effects . last_frame_slices . clear ( ) ;
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}
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if ( rb - > ssr . blur_radius [ 0 ] . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssr . blur_radius [ 0 ] ) ;
RD : : get_singleton ( ) - > free ( rb - > ssr . blur_radius [ 1 ] ) ;
rb - > ssr . blur_radius [ 0 ] = RID ( ) ;
rb - > ssr . blur_radius [ 1 ] = RID ( ) ;
}
if ( rb - > ssr . depth_scaled . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssr . depth_scaled ) ;
rb - > ssr . depth_scaled = RID ( ) ;
RD : : get_singleton ( ) - > free ( rb - > ssr . normal_scaled ) ;
rb - > ssr . normal_scaled = RID ( ) ;
}
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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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}
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void RendererSceneRenderRD : : _process_sss ( RID p_render_buffers , const CameraMatrix & 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 ) ;
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}
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void RendererSceneRenderRD : : _process_ssr ( RID p_render_buffers , RID p_dest_framebuffer , RID p_normal_buffer , RID p_specular_buffer , RID p_metallic , const Color & p_metallic_mask , RID p_environment , const CameraMatrix & p_projection , bool p_use_additive ) {
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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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RendererCompositorRD : : singleton - > get_effects ( ) - > merge_specular ( p_dest_framebuffer , p_specular_buffer , p_use_additive ? RID ( ) : rb - > internal_texture , RID ( ) ) ;
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return ;
}
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_environment ) ;
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ERR_FAIL_COND ( ! env ) ;
ERR_FAIL_COND ( ! env - > ssr_enabled ) ;
if ( rb - > ssr . depth_scaled . is_null ( ) ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
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tf . width = rb - > internal_width / 2 ;
tf . height = rb - > internal_height / 2 ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > ssr . depth_scaled = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
rb - > ssr . normal_scaled = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
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if ( ssr_roughness_quality ! = RS : : ENV_SSR_ROUGHNESS_QUALITY_DISABLED & & ! rb - > ssr . blur_radius [ 0 ] . is_valid ( ) ) {
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RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8_UNORM ;
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tf . width = rb - > internal_width / 2 ;
tf . height = rb - > internal_height / 2 ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
rb - > ssr . blur_radius [ 0 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
rb - > ssr . blur_radius [ 1 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
if ( rb - > blur [ 0 ] . texture . is_null ( ) ) {
_allocate_blur_textures ( rb ) ;
}
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RendererCompositorRD : : singleton - > get_effects ( ) - > screen_space_reflection ( rb - > internal_texture , p_normal_buffer , ssr_roughness_quality , rb - > ssr . blur_radius [ 0 ] , rb - > ssr . blur_radius [ 1 ] , p_metallic , p_metallic_mask , rb - > depth_texture , rb - > ssr . depth_scaled , rb - > ssr . normal_scaled , rb - > blur [ 0 ] . layers [ 0 ] . mipmaps [ 1 ] . texture , rb - > blur [ 1 ] . layers [ 0 ] . mipmaps [ 0 ] . texture , Size2i ( rb - > internal_width / 2 , rb - > internal_height / 2 ) , env - > ssr_max_steps , env - > ssr_fade_in , env - > ssr_fade_out , env - > ssr_depth_tolerance , p_projection ) ;
RendererCompositorRD : : singleton - > get_effects ( ) - > merge_specular ( p_dest_framebuffer , p_specular_buffer , p_use_additive ? RID ( ) : rb - > internal_texture , rb - > blur [ 0 ] . layers [ 0 ] . mipmaps [ 1 ] . texture ) ;
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}
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void RendererSceneRenderRD : : _process_ssao ( RID p_render_buffers , RID p_environment , RID p_normal_buffer , const CameraMatrix & p_projection ) {
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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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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_environment ) ;
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ERR_FAIL_COND ( ! env ) ;
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RENDER_TIMESTAMP ( " Process SSAO " ) ;
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if ( rb - > ss_effects . ssao . ao_final . is_valid ( ) & & ssao_using_half_size ! = ssao_half_size ) {
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . ao_deinterleaved ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . ao_pong ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . ao_final ) ;
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RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . importance_map [ 0 ] ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssao . importance_map [ 1 ] ) ;
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rb - > ss_effects . ssao . ao_deinterleaved = RID ( ) ;
rb - > ss_effects . ssao . ao_pong = RID ( ) ;
rb - > ss_effects . ssao . ao_final = RID ( ) ;
rb - > ss_effects . ssao . importance_map [ 0 ] = RID ( ) ;
rb - > ss_effects . ssao . importance_map [ 1 ] = RID ( ) ;
rb - > ss_effects . ssao . ao_deinterleaved_slices . clear ( ) ;
rb - > ss_effects . ssao . ao_pong_slices . clear ( ) ;
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}
int buffer_width ;
int buffer_height ;
int half_width ;
int half_height ;
if ( ssao_half_size ) {
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buffer_width = ( rb - > internal_width + 3 ) / 4 ;
buffer_height = ( rb - > internal_height + 3 ) / 4 ;
half_width = ( rb - > internal_width + 7 ) / 8 ;
half_height = ( rb - > internal_height + 7 ) / 8 ;
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} else {
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buffer_width = ( rb - > internal_width + 1 ) / 2 ;
buffer_height = ( rb - > internal_height + 1 ) / 2 ;
half_width = ( rb - > internal_width + 3 ) / 4 ;
half_height = ( rb - > internal_height + 3 ) / 4 ;
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}
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bool uniform_sets_are_invalid = false ;
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if ( rb - > ss_effects . ssao . ao_deinterleaved . is_null ( ) ) {
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{
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rb - > ss_effects . ssao . depth_texture_view = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . linear_depth , 0 , ssao_half_size ? 1 : 0 , 4 , RD : : TEXTURE_SLICE_2D_ARRAY ) ;
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}
{
RD : : TextureFormat tf ;
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tf . format = RD : : DATA_FORMAT_R8G8_UNORM ;
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
tf . width = buffer_width ;
tf . height = buffer_height ;
tf . array_layers = 4 ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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rb - > ss_effects . ssao . ao_deinterleaved = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssao . ao_deinterleaved , " SSAO De-interleaved Array " ) ;
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for ( uint32_t i = 0 ; i < 4 ; i + + ) {
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RID slice = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . ssao . ao_deinterleaved , i , 0 ) ;
rb - > ss_effects . ssao . ao_deinterleaved_slices . push_back ( slice ) ;
RD : : get_singleton ( ) - > set_resource_name ( slice , " SSAO De-interleaved Array Layer " + itos ( i ) + " " ) ;
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}
}
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8G8_UNORM ;
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
tf . width = buffer_width ;
tf . height = buffer_height ;
tf . array_layers = 4 ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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rb - > ss_effects . ssao . ao_pong = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssao . ao_pong , " SSAO De-interleaved Array Pong " ) ;
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for ( uint32_t i = 0 ; i < 4 ; i + + ) {
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RID slice = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . ssao . ao_pong , i , 0 ) ;
rb - > ss_effects . ssao . ao_pong_slices . push_back ( slice ) ;
RD : : get_singleton ( ) - > set_resource_name ( slice , " SSAO De-interleaved Array Layer " + itos ( i ) + " Pong " ) ;
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}
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}
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{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8_UNORM ;
tf . width = half_width ;
tf . height = half_height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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rb - > ss_effects . ssao . importance_map [ 0 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssao . importance_map [ 0 ] , " SSAO Importance Map " ) ;
rb - > ss_effects . ssao . importance_map [ 1 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssao . importance_map [ 1 ] , " SSAO Importance Map Pong " ) ;
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}
{
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RD : : TextureFormat tf ;
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tf . format = RD : : DATA_FORMAT_R8_UNORM ;
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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 | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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rb - > ss_effects . ssao . ao_final = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssao . ao_final , " SSAO Final " ) ;
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}
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ssao_using_half_size = ssao_half_size ;
uniform_sets_are_invalid = true ;
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}
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EffectsRD : : SSAOSettings settings ;
settings . radius = env - > ssao_radius ;
settings . intensity = env - > ssao_intensity ;
settings . power = env - > ssao_power ;
settings . detail = env - > ssao_detail ;
settings . horizon = env - > ssao_horizon ;
settings . sharpness = env - > ssao_sharpness ;
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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settings . half_screen_size = Size2i ( buffer_width , buffer_height ) ;
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settings . quarter_screen_size = Size2i ( half_width , half_height ) ;
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RendererCompositorRD : : singleton - > get_effects ( ) - > generate_ssao ( p_normal_buffer , rb - > ss_effects . ssao . depth_texture_view , rb - > ss_effects . ssao . ao_deinterleaved , rb - > ss_effects . ssao . ao_deinterleaved_slices , rb - > ss_effects . ssao . ao_pong , rb - > ss_effects . ssao . ao_pong_slices , rb - > ss_effects . ssao . ao_final , rb - > ss_effects . ssao . importance_map [ 0 ] , rb - > ss_effects . ssao . importance_map [ 1 ] , p_projection , settings , uniform_sets_are_invalid , rb - > ss_effects . ssao . gather_uniform_set , rb - > ss_effects . ssao . importance_map_uniform_set ) ;
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}
void RendererSceneRenderRD : : _process_ssil ( RID p_render_buffers , RID p_environment , RID p_normal_buffer , const CameraMatrix & p_projection , const Transform3D & p_transform ) {
RenderBuffers * rb = render_buffers_owner . get_or_null ( p_render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_environment ) ;
ERR_FAIL_COND ( ! env ) ;
RENDER_TIMESTAMP ( " Process SSIL " ) ;
if ( rb - > ss_effects . ssil . ssil_final . is_valid ( ) & & ssil_using_half_size ! = ssil_half_size ) {
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . ssil_final ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . deinterleaved ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . pong ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . edges ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . importance_map [ 0 ] ) ;
RD : : get_singleton ( ) - > free ( rb - > ss_effects . ssil . importance_map [ 1 ] ) ;
rb - > ss_effects . ssil . ssil_final = RID ( ) ;
rb - > ss_effects . ssil . deinterleaved = RID ( ) ;
rb - > ss_effects . ssil . pong = RID ( ) ;
rb - > ss_effects . ssil . edges = RID ( ) ;
rb - > ss_effects . ssil . deinterleaved_slices . clear ( ) ;
rb - > ss_effects . ssil . pong_slices . clear ( ) ;
rb - > ss_effects . ssil . edges_slices . clear ( ) ;
rb - > ss_effects . ssil . importance_map [ 0 ] = RID ( ) ;
rb - > ss_effects . ssil . importance_map [ 1 ] = RID ( ) ;
}
int buffer_width ;
int buffer_height ;
int half_width ;
int half_height ;
if ( ssil_half_size ) {
buffer_width = ( rb - > width + 3 ) / 4 ;
buffer_height = ( rb - > height + 3 ) / 4 ;
half_width = ( rb - > width + 7 ) / 8 ;
half_height = ( rb - > height + 7 ) / 8 ;
} else {
buffer_width = ( rb - > width + 1 ) / 2 ;
buffer_height = ( rb - > height + 1 ) / 2 ;
half_width = ( rb - > width + 3 ) / 4 ;
half_height = ( rb - > height + 3 ) / 4 ;
}
bool uniform_sets_are_invalid = false ;
if ( rb - > ss_effects . ssil . ssil_final . is_null ( ) ) {
{
rb - > ss_effects . ssil . depth_texture_view = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . linear_depth , 0 , ssil_half_size ? 1 : 0 , 4 , RD : : TEXTURE_SLICE_2D_ARRAY ) ;
}
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = rb - > width ;
tf . height = rb - > height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
rb - > ss_effects . ssil . ssil_final = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssil . ssil_final , " SSIL texture " ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > ss_effects . ssil . ssil_final , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
if ( rb - > ss_effects . last_frame . is_null ( ) ) {
tf . mipmaps = 6 ;
rb - > ss_effects . last_frame = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . last_frame , " Last Frame Radiance " ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > ss_effects . last_frame , Color ( 0 , 0 , 0 , 0 ) , 0 , tf . mipmaps , 0 , 1 ) ;
for ( uint32_t i = 0 ; i < 6 ; i + + ) {
RID slice = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . last_frame , 0 , i ) ;
rb - > ss_effects . last_frame_slices . push_back ( slice ) ;
RD : : get_singleton ( ) - > set_resource_name ( slice , " Last Frame Radiance Mip " + itos ( i ) + " " ) ;
}
}
}
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
tf . width = buffer_width ;
tf . height = buffer_height ;
tf . array_layers = 4 ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > ss_effects . ssil . deinterleaved = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssil . deinterleaved , " SSIL deinterleaved buffer " ) ;
for ( uint32_t i = 0 ; i < 4 ; i + + ) {
RID slice = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . ssil . deinterleaved , i , 0 ) ;
rb - > ss_effects . ssil . deinterleaved_slices . push_back ( slice ) ;
RD : : get_singleton ( ) - > set_resource_name ( slice , " SSIL deinterleaved buffer array " + itos ( i ) + " " ) ;
}
}
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
tf . width = buffer_width ;
tf . height = buffer_height ;
tf . array_layers = 4 ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > ss_effects . ssil . pong = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssil . pong , " SSIL deinterleaved pong buffer " ) ;
for ( uint32_t i = 0 ; i < 4 ; i + + ) {
RID slice = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . ssil . pong , i , 0 ) ;
rb - > ss_effects . ssil . pong_slices . push_back ( slice ) ;
RD : : get_singleton ( ) - > set_resource_name ( slice , " SSIL deinterleaved buffer pong array " + itos ( i ) + " " ) ;
}
}
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8_UNORM ;
tf . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
tf . width = buffer_width ;
tf . height = buffer_height ;
tf . array_layers = 4 ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > ss_effects . ssil . edges = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssil . edges , " SSIL edges buffer " ) ;
for ( uint32_t i = 0 ; i < 4 ; i + + ) {
RID slice = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , rb - > ss_effects . ssil . edges , i , 0 ) ;
rb - > ss_effects . ssil . edges_slices . push_back ( slice ) ;
RD : : get_singleton ( ) - > set_resource_name ( slice , " SSIL edges buffer slice " + itos ( i ) + " " ) ;
}
}
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8_UNORM ;
tf . width = half_width ;
tf . height = half_height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > ss_effects . ssil . importance_map [ 0 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssil . importance_map [ 0 ] , " SSIL Importance Map " ) ;
rb - > ss_effects . ssil . importance_map [ 1 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > ss_effects . ssil . importance_map [ 1 ] , " SSIL Importance Map Pong " ) ;
}
uniform_sets_are_invalid = true ;
ssil_using_half_size = ssil_half_size ;
}
EffectsRD : : SSILSettings settings ;
settings . radius = env - > ssil_radius ;
settings . intensity = env - > ssil_intensity ;
settings . sharpness = env - > ssil_sharpness ;
settings . normal_rejection = env - > ssil_normal_rejection ;
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 ) ;
settings . half_screen_size = Size2i ( buffer_width , buffer_height ) ;
settings . quarter_screen_size = Size2i ( half_width , half_height ) ;
CameraMatrix correction ;
correction . set_depth_correction ( true ) ;
CameraMatrix projection = correction * p_projection ;
Transform3D transform = p_transform ;
transform . set_origin ( Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
CameraMatrix last_frame_projection = rb - > ss_effects . last_frame_projection * CameraMatrix ( rb - > ss_effects . last_frame_transform . affine_inverse ( ) ) * CameraMatrix ( transform ) * projection . inverse ( ) ;
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RendererCompositorRD : : singleton - > get_effects ( ) - > screen_space_indirect_lighting ( rb - > ss_effects . last_frame , rb - > ss_effects . ssil . ssil_final , p_normal_buffer , rb - > ss_effects . ssil . depth_texture_view , rb - > ss_effects . ssil . deinterleaved , rb - > ss_effects . ssil . deinterleaved_slices , rb - > ss_effects . ssil . pong , rb - > ss_effects . ssil . pong_slices , rb - > ss_effects . ssil . importance_map [ 0 ] , rb - > ss_effects . ssil . importance_map [ 1 ] , rb - > ss_effects . ssil . edges , rb - > ss_effects . ssil . edges_slices , p_projection , last_frame_projection , settings , uniform_sets_are_invalid , rb - > ss_effects . ssil . gather_uniform_set , rb - > ss_effects . ssil . importance_map_uniform_set , rb - > ss_effects . ssil . projection_uniform_set ) ;
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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 ) ;
if ( rb - > ss_effects . last_frame . is_valid ( ) ) {
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copy_effects - > copy_to_rect ( rb - > texture , rb - > ss_effects . last_frame , Rect2i ( 0 , 0 , rb - > width , rb - > height ) ) ;
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int width = rb - > width ;
int height = rb - > height ;
for ( int i = 0 ; i < rb - > ss_effects . last_frame_slices . size ( ) - 1 ; i + + ) {
width = MAX ( 1 , width > > 1 ) ;
height = MAX ( 1 , height > > 1 ) ;
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copy_effects - > make_mipmap ( rb - > ss_effects . last_frame_slices [ i ] , rb - > ss_effects . 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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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_render_data - > environment ) ;
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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 & & env & & env - > auto_exposure ) {
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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 ) ;
}
bool set_immediate = env - > auto_exposure_version ! = rb - > auto_exposure_version ;
rb - > auto_exposure_version = env - > auto_exposure_version ;
double step = env - > auto_exp_speed * 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 , env - > min_luminance , env - > max_luminance , 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 , env - > min_luminance , env - > max_luminance , 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 & & env & & env - > glow_enabled ) {
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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 ( env - > glow_levels [ 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 ;
if ( env - > auto_exposure & & rb - > luminance . current . is_valid ( ) ) {
luminance_texture = rb - > luminance . current ;
}
if ( can_use_storage ) {
copy_effects - > gaussian_glow ( rb - > views [ l ] . view_texture , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . texture , Size2i ( vp_w , vp_h ) , env - > glow_strength , glow_high_quality , true , env - > glow_hdr_luminance_cap , env - > exposure , env - > glow_bloom , env - > glow_hdr_bleed_threshold , env - > glow_hdr_bleed_scale , luminance_texture , env - > auto_exp_scale ) ;
} else {
copy_effects - > gaussian_glow_raster ( rb - > views [ l ] . view_texture , luminance_multiplier , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . half_fb , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . half_texture , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . fb , Size2i ( vp_w , vp_h ) , env - > glow_strength , glow_high_quality , true , env - > glow_hdr_luminance_cap , env - > exposure , env - > glow_bloom , env - > glow_hdr_bleed_threshold , env - > glow_hdr_bleed_scale , luminance_texture , env - > auto_exp_scale ) ;
}
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} else {
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if ( can_use_storage ) {
copy_effects - > gaussian_glow ( rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i - 1 ] . texture , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . texture , Size2i ( vp_w , vp_h ) , env - > glow_strength , glow_high_quality ) ;
} else {
copy_effects - > gaussian_glow_raster ( rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i - 1 ] . texture , luminance_multiplier , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . half_fb , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . half_texture , rb - > blur [ 1 ] . layers [ l ] . mipmaps [ i ] . fb , Size2i ( vp_w , vp_h ) , env - > glow_strength , glow_high_quality ) ;
}
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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 & & env & & env - > auto_exposure & & rb - > luminance . current . is_valid ( ) ) {
tonemap . use_auto_exposure = true ;
tonemap . exposure_texture = rb - > luminance . current ;
tonemap . auto_exposure_grey = env - > auto_exp_scale ;
} else {
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tonemap . exposure_texture = texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_WHITE ) ;
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}
if ( can_use_effects & & env & & env - > glow_enabled ) {
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tonemap . use_glow = true ;
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tonemap . glow_mode = RendererRD : : ToneMapper : : TonemapSettings : : GlowMode ( env - > glow_blend_mode ) ;
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tonemap . glow_intensity = env - > glow_blend_mode = = RS : : ENV_GLOW_BLEND_MODE_MIX ? env - > glow_mix : env - > glow_intensity ;
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for ( int i = 0 ; i < RS : : MAX_GLOW_LEVELS ; i + + ) {
tonemap . glow_levels [ i ] = env - > glow_levels [ i ] ;
}
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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 ( env - > glow_map . is_valid ( ) ) {
tonemap . glow_map_strength = env - > glow_map_strength ;
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tonemap . glow_map = texture_storage - > texture_get_rd_texture ( env - > glow_map ) ;
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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 : : 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 : : DEFAULT_RD_TEXTURE_BLACK ) ;
tonemap . glow_map = texture_storage - > texture_rd_get_default ( RendererRD : : 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 ( env ) {
tonemap . tonemap_mode = env - > tone_mapper ;
tonemap . white = env - > white ;
tonemap . exposure = env - > exposure ;
}
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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 : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
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if ( can_use_effects & & env ) {
tonemap . use_bcs = env - > adjustments_enabled ;
tonemap . brightness = env - > adjustments_brightness ;
tonemap . contrast = env - > adjustments_contrast ;
tonemap . saturation = env - > adjustments_saturation ;
if ( env - > adjustments_enabled & & env - > color_correction . is_valid ( ) ) {
tonemap . use_color_correction = true ;
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tonemap . use_1d_color_correction = env - > use_1d_color_correction ;
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tonemap . color_correction_texture = texture_storage - > texture_get_rd_texture ( env - > color_correction ) ;
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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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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_render_data - > environment ) ;
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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 ( env ) {
tonemap . tonemap_mode = env - > tone_mapper ;
tonemap . exposure = env - > exposure ;
tonemap . white = env - > white ;
}
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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.
if ( can_use_effects & & env & & env - > glow_enabled ) {
ERR_FAIL_MSG ( " Glow is not supported when using subpasses. " ) ;
}
if ( can_use_effects & & env & & env - > auto_exposure ) {
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 : : DEFAULT_RD_TEXTURE_BLACK ) ;
tonemap . glow_map = texture_storage - > texture_rd_get_default ( RendererRD : : 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 : : 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 : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
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if ( can_use_effects & & env ) {
tonemap . use_bcs = env - > adjustments_enabled ;
tonemap . brightness = env - > adjustments_brightness ;
tonemap . contrast = env - > adjustments_contrast ;
tonemap . saturation = env - > adjustments_saturation ;
if ( env - > adjustments_enabled & & env - > color_correction . is_valid ( ) ) {
tonemap . use_color_correction = true ;
tonemap . use_1d_color_correction = env - > use_1d_color_correction ;
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tonemap . color_correction_texture = texture_storage - > texture_get_rd_texture ( env - > color_correction ) ;
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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 : : 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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}
void RendererSceneRenderRD : : environment_set_adjustment ( RID p_env , bool p_enable , float p_brightness , float p_contrast , float p_saturation , bool p_use_1d_color_correction , RID p_color_correction ) {
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > adjustments_enabled = p_enable ;
env - > adjustments_brightness = p_brightness ;
env - > adjustments_contrast = p_contrast ;
env - > adjustments_saturation = p_saturation ;
env - > use_1d_color_correction = p_use_1d_color_correction ;
env - > color_correction = p_color_correction ;
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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_fsr_mipmap_bias , RS : : ViewportMSAA p_msaa , RenderingServer : : ViewportScreenSpaceAA p_screen_space_aa , bool p_use_taa , bool p_use_debanding , uint32_t p_view_count ) {
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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 ;
}
if ( p_width ! = p_internal_width ) {
float fsr_mipmap_bias = - log2f ( p_width / p_internal_width ) + p_fsr_mipmap_bias ;
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material_storage - > sampler_rd_configure_custom ( fsr_mipmap_bias ) ;
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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 ;
CameraMatrix matrix = li - > shadow_transform [ j ] . camera ;
float split = li - > shadow_transform [ MIN ( limit , j ) ] . split ;
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CameraMatrix bias ;
bias . set_light_bias ( ) ;
CameraMatrix rectm ;
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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CameraMatrix shadow_mtx = rectm * bias * matrix * modelview ;
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 ( ) ;
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CameraMatrix bias ;
bias . set_light_bias ( ) ;
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CameraMatrix 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.
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CameraMatrix cm = li - > shadow_transform [ 0 ] . camera ;
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
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void RendererSceneRenderRD : : FogShaderData : : set_path_hint ( const String & p_path ) {
path = p_path ;
}
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void RendererSceneRenderRD : : FogShaderData : : set_code ( const String & p_code ) {
//compile
code = p_code ;
valid = false ;
ubo_size = 0 ;
uniforms . clear ( ) ;
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if ( code . is_empty ( ) ) {
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return ; //just invalid, but no error
}
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ShaderCompiler : : GeneratedCode gen_code ;
ShaderCompiler : : IdentifierActions actions ;
actions . entry_point_stages [ " fog " ] = ShaderCompiler : : STAGE_COMPUTE ;
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uses_time = false ;
actions . usage_flag_pointers [ " TIME " ] = & uses_time ;
actions . uniforms = & uniforms ;
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RendererSceneRenderRD * scene_singleton = static_cast < RendererSceneRenderRD * > ( RendererSceneRenderRD : : singleton ) ;
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Error err = scene_singleton - > volumetric_fog . compiler . compile ( RS : : SHADER_FOG , code , & actions , path , gen_code ) ;
ERR_FAIL_COND_MSG ( err ! = OK , " Fog shader compilation failed. " ) ;
if ( version . is_null ( ) ) {
version = scene_singleton - > volumetric_fog . shader . version_create ( ) ;
}
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scene_singleton - > volumetric_fog . shader . version_set_compute_code ( version , gen_code . code , gen_code . uniforms , gen_code . stage_globals [ ShaderCompiler : : STAGE_COMPUTE ] , gen_code . defines ) ;
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ERR_FAIL_COND ( ! scene_singleton - > volumetric_fog . shader . version_is_valid ( version ) ) ;
ubo_size = gen_code . uniform_total_size ;
ubo_offsets = gen_code . uniform_offsets ;
texture_uniforms = gen_code . texture_uniforms ;
pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( scene_singleton - > volumetric_fog . shader . version_get_shader ( version , 0 ) ) ;
valid = true ;
}
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void RendererSceneRenderRD : : FogShaderData : : set_default_texture_param ( const StringName & p_name , RID p_texture , int p_index ) {
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if ( ! p_texture . is_valid ( ) ) {
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if ( default_texture_params . has ( p_name ) & & default_texture_params [ p_name ] . has ( p_index ) ) {
default_texture_params [ p_name ] . erase ( p_index ) ;
if ( default_texture_params [ p_name ] . is_empty ( ) ) {
default_texture_params . erase ( p_name ) ;
}
}
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} else {
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if ( ! default_texture_params . has ( p_name ) ) {
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default_texture_params [ p_name ] = HashMap < int , RID > ( ) ;
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}
default_texture_params [ p_name ] [ p_index ] = p_texture ;
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}
}
void RendererSceneRenderRD : : FogShaderData : : get_param_list ( List < PropertyInfo > * p_param_list ) const {
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RBMap < int , StringName > order ;
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for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope = = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_GLOBAL | | E . value . scope = = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
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continue ;
}
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if ( E . value . texture_order > = 0 ) {
order [ E . value . texture_order + 100000 ] = E . key ;
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} else {
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order [ E . value . order ] = E . key ;
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}
}
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for ( const KeyValue < int , StringName > & E : order ) {
PropertyInfo pi = ShaderLanguage : : uniform_to_property_info ( uniforms [ E . value ] ) ;
pi . name = E . value ;
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p_param_list - > push_back ( pi ) ;
}
}
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void RendererSceneRenderRD : : FogShaderData : : get_instance_param_list ( List < RendererMaterialStorage : : InstanceShaderParam > * p_param_list ) const {
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for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
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continue ;
}
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RendererMaterialStorage : : InstanceShaderParam p ;
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p . info = ShaderLanguage : : uniform_to_property_info ( E . value ) ;
p . info . name = E . key ; //supply name
p . index = E . value . instance_index ;
p . default_value = ShaderLanguage : : constant_value_to_variant ( E . value . default_value , E . value . type , E . value . array_size , E . value . hint ) ;
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p_param_list - > push_back ( p ) ;
}
}
bool RendererSceneRenderRD : : FogShaderData : : is_param_texture ( const StringName & p_param ) const {
if ( ! uniforms . has ( p_param ) ) {
return false ;
}
return uniforms [ p_param ] . texture_order > = 0 ;
}
bool RendererSceneRenderRD : : FogShaderData : : is_animated ( ) const {
return false ;
}
bool RendererSceneRenderRD : : FogShaderData : : casts_shadows ( ) const {
return false ;
}
Variant RendererSceneRenderRD : : FogShaderData : : get_default_parameter ( const StringName & p_parameter ) const {
if ( uniforms . has ( p_parameter ) ) {
ShaderLanguage : : ShaderNode : : Uniform uniform = uniforms [ p_parameter ] ;
Vector < ShaderLanguage : : ConstantNode : : Value > default_value = uniform . default_value ;
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return ShaderLanguage : : constant_value_to_variant ( default_value , uniform . type , uniform . array_size , uniform . hint ) ;
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}
return Variant ( ) ;
}
RS : : ShaderNativeSourceCode RendererSceneRenderRD : : FogShaderData : : get_native_source_code ( ) const {
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RendererSceneRenderRD * scene_singleton = static_cast < RendererSceneRenderRD * > ( RendererSceneRenderRD : : singleton ) ;
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return scene_singleton - > volumetric_fog . shader . version_get_native_source_code ( version ) ;
}
RendererSceneRenderRD : : FogShaderData : : ~ FogShaderData ( ) {
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RendererSceneRenderRD * scene_singleton = static_cast < RendererSceneRenderRD * > ( RendererSceneRenderRD : : singleton ) ;
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ERR_FAIL_COND ( ! scene_singleton ) ;
//pipeline variants will clear themselves if shader is gone
if ( version . is_valid ( ) ) {
scene_singleton - > volumetric_fog . shader . version_free ( version ) ;
}
}
////////////////////////////////////////////////////////////////////////////////
// Fog material
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bool RendererSceneRenderRD : : FogMaterialData : : update_parameters ( const HashMap < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) {
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RendererSceneRenderRD * scene_singleton = static_cast < RendererSceneRenderRD * > ( RendererSceneRenderRD : : singleton ) ;
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uniform_set_updated = true ;
return update_parameters_uniform_set ( p_parameters , p_uniform_dirty , p_textures_dirty , shader_data - > uniforms , shader_data - > ubo_offsets . ptr ( ) , shader_data - > texture_uniforms , shader_data - > default_texture_params , shader_data - > ubo_size , uniform_set , scene_singleton - > volumetric_fog . shader . version_get_shader ( shader_data - > version , 0 ) , VolumetricFogShader : : FogSet : : FOG_SET_MATERIAL ) ;
}
RendererSceneRenderRD : : FogMaterialData : : ~ FogMaterialData ( ) {
free_parameters_uniform_set ( uniform_set ) ;
}
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RendererRD : : ShaderData * RendererSceneRenderRD : : _create_fog_shader_func ( ) {
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FogShaderData * shader_data = memnew ( FogShaderData ) ;
return shader_data ;
}
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RendererRD : : ShaderData * RendererSceneRenderRD : : _create_fog_shader_funcs ( ) {
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return static_cast < RendererSceneRenderRD * > ( RendererSceneRenderRD : : singleton ) - > _create_fog_shader_func ( ) ;
} ;
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RendererRD : : MaterialData * RendererSceneRenderRD : : _create_fog_material_func ( FogShaderData * p_shader ) {
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FogMaterialData * material_data = memnew ( FogMaterialData ) ;
material_data - > shader_data = p_shader ;
//update will happen later anyway so do nothing.
return material_data ;
}
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RendererRD : : MaterialData * RendererSceneRenderRD : : _create_fog_material_funcs ( RendererRD : : ShaderData * p_shader ) {
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return static_cast < RendererSceneRenderRD * > ( RendererSceneRenderRD : : singleton ) - > _create_fog_material_func ( static_cast < FogShaderData * > ( p_shader ) ) ;
} ;
////////////////////////////////////////////////////////////////////////////////
// Volumetric Fog
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void RendererSceneRenderRD : : _volumetric_fog_erase ( RenderBuffers * rb ) {
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ERR_FAIL_COND ( ! rb - > volumetric_fog ) ;
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RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > prev_light_density_map ) ;
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RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > light_density_map ) ;
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > fog_map ) ;
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RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > density_map ) ;
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > light_map ) ;
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > emissive_map ) ;
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if ( rb - > volumetric_fog - > fog_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > fog_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > fog_uniform_set ) ;
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}
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if ( rb - > volumetric_fog - > process_uniform_set_density . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > process_uniform_set_density ) ) {
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > process_uniform_set_density ) ;
}
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if ( rb - > volumetric_fog - > process_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > process_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > process_uniform_set ) ;
}
if ( rb - > volumetric_fog - > process_uniform_set2 . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > process_uniform_set2 ) ) {
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > process_uniform_set2 ) ;
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}
if ( rb - > volumetric_fog - > sdfgi_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > sdfgi_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > sdfgi_uniform_set ) ;
}
if ( rb - > volumetric_fog - > sky_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > sky_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > sky_uniform_set ) ;
}
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memdelete ( rb - > volumetric_fog ) ;
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rb - > volumetric_fog = nullptr ;
}
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Vector3i RendererSceneRenderRD : : _point_get_position_in_froxel_volume ( const Vector3 & p_point , float fog_end , const Vector2 & fog_near_size , const Vector2 & fog_far_size , float volumetric_fog_detail_spread , const Vector3 & fog_size , const Transform3D & p_cam_transform ) {
Vector3 view_position = p_cam_transform . affine_inverse ( ) . xform ( p_point ) ;
view_position . z = MIN ( view_position . z , - 0.01 ) ; // Clamp to the front of camera
Vector3 fog_position = Vector3 ( 0 , 0 , 0 ) ;
view_position . y = - view_position . y ;
fog_position . z = - view_position . z / fog_end ;
fog_position . x = ( view_position . x / ( 2 * ( fog_near_size . x * ( 1.0 - fog_position . z ) + fog_far_size . x * fog_position . z ) ) ) + 0.5 ;
fog_position . y = ( view_position . y / ( 2 * ( fog_near_size . y * ( 1.0 - fog_position . z ) + fog_far_size . y * fog_position . z ) ) ) + 0.5 ;
fog_position . z = Math : : pow ( float ( fog_position . z ) , float ( 1.0 / volumetric_fog_detail_spread ) ) ;
fog_position = fog_position * fog_size - Vector3 ( 0.5 , 0.5 , 0.5 ) ;
fog_position . x = CLAMP ( fog_position . x , 0.0 , fog_size . x ) ;
fog_position . y = CLAMP ( fog_position . y , 0.0 , fog_size . y ) ;
fog_position . z = CLAMP ( fog_position . z , 0.0 , fog_size . z ) ;
return Vector3i ( fog_position ) ;
}
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void RendererSceneRenderRD : : _update_volumetric_fog ( RID p_render_buffers , RID p_environment , const CameraMatrix & p_cam_projection , const Transform3D & p_cam_transform , const Transform3D & p_prev_cam_inv_transform , RID p_shadow_atlas , int p_directional_light_count , bool p_use_directional_shadows , int p_positional_light_count , int p_voxel_gi_count , const PagedArray < RID > & p_fog_volumes ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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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 ) ;
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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_environment ) ;
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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
if ( ! env | | ! env - > volumetric_fog_enabled | | rb - > volumetric_fog - > width ! = target_width | | rb - > volumetric_fog - > height ! = target_height | | rb - > volumetric_fog - > depth ! = volumetric_fog_depth ) {
_volumetric_fog_erase ( rb ) ;
}
}
if ( ! env | | ! env - > volumetric_fog_enabled ) {
//no reason to enable or update, bye
return ;
}
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RENDER_TIMESTAMP ( " > Volumetric Fog " ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Volumetric Fog " ) ;
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if ( env & & env - > volumetric_fog_enabled & & ! rb - > volumetric_fog ) {
//required volumetric fog but not existing, create
rb - > volumetric_fog = memnew ( VolumetricFog ) ;
rb - > volumetric_fog - > width = target_width ;
rb - > volumetric_fog - > height = target_height ;
rb - > volumetric_fog - > depth = volumetric_fog_depth ;
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = target_width ;
tf . height = target_height ;
tf . depth = volumetric_fog_depth ;
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tf . texture_type = RD : : TEXTURE_TYPE_3D ;
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tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
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rb - > volumetric_fog - > light_density_map = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > light_density_map , " Fog light-density map " ) ;
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tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
rb - > volumetric_fog - > prev_light_density_map = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > prev_light_density_map , " Fog previous light-density map " ) ;
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RD : : get_singleton ( ) - > texture_clear ( rb - > volumetric_fog - > prev_light_density_map , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
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rb - > volumetric_fog - > fog_map = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > fog_map , " Fog map " ) ;
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# if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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Vector < uint8_t > dm ;
dm . resize ( target_width * target_height * volumetric_fog_depth * 4 ) ;
dm . fill ( 0 ) ;
rb - > volumetric_fog - > density_map = RD : : get_singleton ( ) - > storage_buffer_create ( dm . size ( ) , dm ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > density_map , " Fog density map " ) ;
rb - > volumetric_fog - > light_map = RD : : get_singleton ( ) - > storage_buffer_create ( dm . size ( ) , dm ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > light_map , " Fog light map " ) ;
rb - > volumetric_fog - > emissive_map = RD : : get_singleton ( ) - > storage_buffer_create ( dm . size ( ) , dm ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > emissive_map , " Fog emissive map " ) ;
# else
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tf . format = RD : : DATA_FORMAT_R32_UINT ;
tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
rb - > volumetric_fog - > density_map = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > density_map , " Fog density map " ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > volumetric_fog - > density_map , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
rb - > volumetric_fog - > light_map = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > light_map , " Fog light map " ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > volumetric_fog - > light_map , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
rb - > volumetric_fog - > emissive_map = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RD : : get_singleton ( ) - > set_resource_name ( rb - > volumetric_fog - > emissive_map , " Fog emissive map " ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > volumetric_fog - > emissive_map , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 ) ;
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# endif
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Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 0 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . append_id ( rb - > volumetric_fog - > fog_map ) ;
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uniforms . push_back ( u ) ;
}
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rb - > volumetric_fog - > sky_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , sky . sky_shader . default_shader_rd , RendererSceneSkyRD : : SKY_SET_FOG ) ;
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}
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if ( p_fog_volumes . size ( ) > 0 ) {
RD : : get_singleton ( ) - > draw_command_begin_label ( " Render Volumetric Fog Volumes " ) ;
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RENDER_TIMESTAMP ( " Render FogVolumes " ) ;
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VolumetricFogShader : : VolumeUBO params ;
Vector2 frustum_near_size = p_cam_projection . get_viewport_half_extents ( ) ;
Vector2 frustum_far_size = p_cam_projection . get_far_plane_half_extents ( ) ;
float z_near = p_cam_projection . get_z_near ( ) ;
float z_far = p_cam_projection . get_z_far ( ) ;
float fog_end = env - > volumetric_fog_length ;
Vector2 fog_far_size = frustum_near_size . lerp ( frustum_far_size , ( fog_end - z_near ) / ( z_far - z_near ) ) ;
Vector2 fog_near_size ;
if ( p_cam_projection . is_orthogonal ( ) ) {
fog_near_size = fog_far_size ;
} else {
fog_near_size = Vector2 ( ) ;
}
params . fog_frustum_size_begin [ 0 ] = fog_near_size . x ;
params . fog_frustum_size_begin [ 1 ] = fog_near_size . y ;
params . fog_frustum_size_end [ 0 ] = fog_far_size . x ;
params . fog_frustum_size_end [ 1 ] = fog_far_size . y ;
params . fog_frustum_end = fog_end ;
params . z_near = z_near ;
params . z_far = z_far ;
params . time = time ;
params . fog_volume_size [ 0 ] = rb - > volumetric_fog - > width ;
params . fog_volume_size [ 1 ] = rb - > volumetric_fog - > height ;
params . fog_volume_size [ 2 ] = rb - > volumetric_fog - > depth ;
params . use_temporal_reprojection = env - > volumetric_fog_temporal_reprojection ;
params . temporal_frame = RSG : : rasterizer - > get_frame_number ( ) % VolumetricFog : : MAX_TEMPORAL_FRAMES ;
params . detail_spread = env - > volumetric_fog_detail_spread ;
params . temporal_blend = env - > volumetric_fog_temporal_reprojection_amount ;
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Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform ;
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RendererRD : : MaterialStorage : : store_transform ( to_prev_cam_view , params . to_prev_view ) ;
RendererRD : : MaterialStorage : : store_transform ( p_cam_transform , params . transform ) ;
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RD : : get_singleton ( ) - > buffer_update ( volumetric_fog . volume_ubo , 0 , sizeof ( VolumetricFogShader : : VolumeUBO ) , & params , RD : : BARRIER_MASK_COMPUTE ) ;
if ( rb - > volumetric_fog - > fog_uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > fog_uniform_set ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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# if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
# else
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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# endif
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u . binding = 1 ;
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u . append_id ( rb - > volumetric_fog - > emissive_map ) ;
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uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 2 ;
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u . append_id ( volumetric_fog . volume_ubo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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# if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
# else
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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# endif
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u . binding = 3 ;
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u . append_id ( rb - > volumetric_fog - > density_map ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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# if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
# else
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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# endif
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u . binding = 4 ;
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u . append_id ( rb - > volumetric_fog - > light_map ) ;
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uniforms . push_back ( u ) ;
}
rb - > volumetric_fog - > fog_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , volumetric_fog . default_shader_rd , VolumetricFogShader : : FogSet : : FOG_SET_UNIFORMS ) ;
}
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
bool any_uses_time = false ;
for ( int i = 0 ; i < ( int ) p_fog_volumes . size ( ) ; i + + ) {
FogVolumeInstance * fog_volume_instance = fog_volume_instance_owner . get_or_null ( p_fog_volumes [ i ] ) ;
ERR_FAIL_COND ( ! fog_volume_instance ) ;
RID fog_volume = fog_volume_instance - > volume ;
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RID fog_material = RendererRD : : Fog : : get_singleton ( ) - > fog_volume_get_material ( fog_volume ) ;
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FogMaterialData * material = nullptr ;
if ( fog_material . is_valid ( ) ) {
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material = static_cast < FogMaterialData * > ( material_storage - > material_get_data ( fog_material , RendererRD : : SHADER_TYPE_FOG ) ) ;
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if ( ! material | | ! material - > shader_data - > valid ) {
material = nullptr ;
}
}
if ( ! material ) {
fog_material = volumetric_fog . default_material ;
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material = static_cast < FogMaterialData * > ( material_storage - > material_get_data ( fog_material , RendererRD : : SHADER_TYPE_FOG ) ) ;
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}
ERR_FAIL_COND ( ! material ) ;
FogShaderData * shader_data = material - > shader_data ;
ERR_FAIL_COND ( ! shader_data ) ;
any_uses_time | = shader_data - > uses_time ;
Vector3i min = Vector3i ( ) ;
Vector3i max = Vector3i ( ) ;
Vector3i kernel_size = Vector3i ( ) ;
Vector3 position = fog_volume_instance - > transform . get_origin ( ) ;
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RS : : FogVolumeShape volume_type = RendererRD : : Fog : : get_singleton ( ) - > fog_volume_get_shape ( fog_volume ) ;
Vector3 extents = RendererRD : : Fog : : get_singleton ( ) - > fog_volume_get_extents ( fog_volume ) ;
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if ( volume_type ! = RS : : FOG_VOLUME_SHAPE_WORLD ) {
// Local fog volume.
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Vector3i points [ 8 ] ;
points [ 0 ] = _point_get_position_in_froxel_volume ( fog_volume_instance - > transform . xform ( Vector3 ( extents . x , extents . y , extents . z ) ) , fog_end , fog_near_size , fog_far_size , env - > volumetric_fog_detail_spread , Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) , p_cam_transform ) ;
points [ 1 ] = _point_get_position_in_froxel_volume ( fog_volume_instance - > transform . xform ( Vector3 ( - extents . x , extents . y , extents . z ) ) , fog_end , fog_near_size , fog_far_size , env - > volumetric_fog_detail_spread , Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) , p_cam_transform ) ;
points [ 2 ] = _point_get_position_in_froxel_volume ( fog_volume_instance - > transform . xform ( Vector3 ( extents . x , - extents . y , extents . z ) ) , fog_end , fog_near_size , fog_far_size , env - > volumetric_fog_detail_spread , Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) , p_cam_transform ) ;
points [ 3 ] = _point_get_position_in_froxel_volume ( fog_volume_instance - > transform . xform ( Vector3 ( - extents . x , - extents . y , extents . z ) ) , fog_end , fog_near_size , fog_far_size , env - > volumetric_fog_detail_spread , Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) , p_cam_transform ) ;
points [ 4 ] = _point_get_position_in_froxel_volume ( fog_volume_instance - > transform . xform ( Vector3 ( extents . x , extents . y , - extents . z ) ) , fog_end , fog_near_size , fog_far_size , env - > volumetric_fog_detail_spread , Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) , p_cam_transform ) ;
points [ 5 ] = _point_get_position_in_froxel_volume ( fog_volume_instance - > transform . xform ( Vector3 ( - extents . x , extents . y , - extents . z ) ) , fog_end , fog_near_size , fog_far_size , env - > volumetric_fog_detail_spread , Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) , p_cam_transform ) ;
points [ 6 ] = _point_get_position_in_froxel_volume ( fog_volume_instance - > transform . xform ( Vector3 ( extents . x , - extents . y , - extents . z ) ) , fog_end , fog_near_size , fog_far_size , env - > volumetric_fog_detail_spread , Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) , p_cam_transform ) ;
points [ 7 ] = _point_get_position_in_froxel_volume ( fog_volume_instance - > transform . xform ( Vector3 ( - extents . x , - extents . y , - extents . z ) ) , fog_end , fog_near_size , fog_far_size , env - > volumetric_fog_detail_spread , Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) , p_cam_transform ) ;
min = Vector3i ( int32_t ( rb - > volumetric_fog - > width ) - 1 , int32_t ( rb - > volumetric_fog - > height ) - 1 , int32_t ( rb - > volumetric_fog - > depth ) - 1 ) ;
max = Vector3i ( 1 , 1 , 1 ) ;
for ( int j = 0 ; j < 8 ; j + + ) {
min = Vector3i ( MIN ( min . x , points [ j ] . x ) , MIN ( min . y , points [ j ] . y ) , MIN ( min . z , points [ j ] . z ) ) ;
max = Vector3i ( MAX ( max . x , points [ j ] . x ) , MAX ( max . y , points [ j ] . y ) , MAX ( max . z , points [ j ] . z ) ) ;
}
kernel_size = max - min ;
} else {
// Volume type global runs on all cells
extents = Vector3 ( rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) ;
min = Vector3i ( 0 , 0 , 0 ) ;
kernel_size = Vector3i ( int32_t ( rb - > volumetric_fog - > width ) , int32_t ( rb - > volumetric_fog - > height ) , int32_t ( rb - > volumetric_fog - > depth ) ) ;
}
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if ( kernel_size . x = = 0 | | kernel_size . y = = 0 | | kernel_size . z = = 0 ) {
continue ;
}
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volumetric_fog . push_constant . position [ 0 ] = position . x ;
volumetric_fog . push_constant . position [ 1 ] = position . y ;
volumetric_fog . push_constant . position [ 2 ] = position . z ;
volumetric_fog . push_constant . extents [ 0 ] = extents . x ;
volumetric_fog . push_constant . extents [ 1 ] = extents . y ;
volumetric_fog . push_constant . extents [ 2 ] = extents . z ;
volumetric_fog . push_constant . corner [ 0 ] = min . x ;
volumetric_fog . push_constant . corner [ 1 ] = min . y ;
volumetric_fog . push_constant . corner [ 2 ] = min . z ;
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volumetric_fog . push_constant . shape = uint32_t ( RendererRD : : Fog : : get_singleton ( ) - > fog_volume_get_shape ( fog_volume ) ) ;
RendererRD : : MaterialStorage : : store_transform ( fog_volume_instance - > transform . affine_inverse ( ) , volumetric_fog . push_constant . transform ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , shader_data - > pipeline ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > volumetric_fog - > fog_uniform_set , VolumetricFogShader : : FogSet : : FOG_SET_UNIFORMS ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & volumetric_fog . push_constant , sizeof ( VolumetricFogShader : : FogPushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , volumetric_fog . base_uniform_set , VolumetricFogShader : : FogSet : : FOG_SET_BASE ) ;
if ( material - > uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( material - > uniform_set ) ) { // Material may not have a uniform set.
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , material - > uniform_set , VolumetricFogShader : : FogSet : : FOG_SET_MATERIAL ) ;
}
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , kernel_size . x , kernel_size . y , kernel_size . z ) ;
}
if ( any_uses_time | | env - > volumetric_fog_temporal_reprojection ) {
RenderingServerDefault : : redraw_request ( ) ;
}
RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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if ( rb - > volumetric_fog - > process_uniform_set_density . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > process_uniform_set_density ) ) {
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//re create uniform set if needed
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Vector < RD : : Uniform > uniforms ;
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Vector < RD : : Uniform > copy_uniforms ;
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{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 1 ;
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( p_shadow_atlas ) ;
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if ( shadow_atlas = = nullptr | | shadow_atlas - > depth . is_null ( ) ) {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_BLACK ) ) ;
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} else {
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u . append_id ( shadow_atlas - > depth ) ;
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}
uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 2 ;
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if ( directional_shadow . depth . is_valid ( ) ) {
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u . append_id ( directional_shadow . depth ) ;
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} else {
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u . append_id ( texture_storage - > texture_rd_get_default ( RendererRD : : DEFAULT_RD_TEXTURE_BLACK ) ) ;
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}
uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 3 ;
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u . append_id ( get_omni_light_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 4 ;
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u . append_id ( get_spot_light_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 5 ;
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u . append_id ( get_directional_light_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 6 ;
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u . append_id ( rb - > cluster_builder - > get_cluster_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 7 ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 8 ;
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u . append_id ( rb - > volumetric_fog - > light_density_map ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 9 ;
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u . append_id ( rb - > volumetric_fog - > fog_map ) ;
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uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 9 ;
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u . append_id ( rb - > volumetric_fog - > prev_light_density_map ) ;
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copy_uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 10 ;
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u . append_id ( shadow_sampler ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 11 ;
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u . append_id ( render_buffers_get_voxel_gi_buffer ( p_render_buffers ) ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 12 ;
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for ( int i = 0 ; i < RendererRD : : GI : : MAX_VOXEL_GI_INSTANCES ; i + + ) {
u . append_id ( rb - > rbgi . voxel_gi_textures [ i ] ) ;
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}
uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 13 ;
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u . append_id ( material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 14 ;
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u . append_id ( volumetric_fog . params_ubo ) ;
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uniforms . push_back ( u ) ;
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copy_uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 15 ;
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u . append_id ( rb - > volumetric_fog - > prev_light_density_map ) ;
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uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
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# if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
# else
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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# endif
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u . binding = 16 ;
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u . append_id ( rb - > volumetric_fog - > density_map ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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# if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
# else
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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# endif
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u . binding = 17 ;
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u . append_id ( rb - > volumetric_fog - > light_map ) ;
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uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
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# if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
# else
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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# endif
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u . binding = 18 ;
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u . append_id ( rb - > volumetric_fog - > emissive_map ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 19 ;
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RID radiance_texture = texture_storage - > texture_rd_get_default ( is_using_radiance_cubemap_array ( ) ? RendererRD : : DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD : : DEFAULT_RD_TEXTURE_CUBEMAP_BLACK ) ;
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RID sky_texture = env - > sky . is_valid ( ) ? sky . sky_get_radiance_texture_rd ( env - > sky ) : RID ( ) ;
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u . append_id ( sky_texture . is_valid ( ) ? sky_texture : radiance_texture ) ;
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uniforms . push_back ( u ) ;
}
rb - > volumetric_fog - > copy_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( copy_uniforms , volumetric_fog . process_shader . version_get_shader ( volumetric_fog . process_shader_version , VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_COPY ) , 0 ) ;
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rb - > volumetric_fog - > process_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , volumetric_fog . process_shader . version_get_shader ( volumetric_fog . process_shader_version , VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_FOG ) , 0 ) ;
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RID aux7 = uniforms . write [ 7 ] . get_id ( 0 ) ;
RID aux8 = uniforms . write [ 8 ] . get_id ( 0 ) ;
uniforms . write [ 7 ] . set_id ( 0 , aux8 ) ;
uniforms . write [ 8 ] . set_id ( 0 , aux7 ) ;
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rb - > volumetric_fog - > process_uniform_set2 = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , volumetric_fog . process_shader . version_get_shader ( volumetric_fog . process_shader_version , VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_FOG ) , 0 ) ;
uniforms . remove_at ( 8 ) ;
uniforms . write [ 7 ] . set_id ( 0 , aux7 ) ;
rb - > volumetric_fog - > process_uniform_set_density = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , volumetric_fog . process_shader . version_get_shader ( volumetric_fog . process_shader_version , VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY ) , 0 ) ;
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}
bool using_sdfgi = env - > volumetric_fog_gi_inject > 0.0001 & & env - > sdfgi_enabled & & ( rb - > sdfgi ! = nullptr ) ;
if ( using_sdfgi ) {
if ( rb - > volumetric_fog - > sdfgi_uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > sdfgi_uniform_set ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 0 ;
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u . append_id ( gi . sdfgi_ubo ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 1 ;
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u . append_id ( rb - > sdfgi - > ambient_texture ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 2 ;
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u . append_id ( rb - > sdfgi - > occlusion_texture ) ;
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uniforms . push_back ( u ) ;
}
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rb - > volumetric_fog - > sdfgi_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , volumetric_fog . process_shader . version_get_shader ( volumetric_fog . process_shader_version , VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI ) , 1 ) ;
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}
}
rb - > volumetric_fog - > length = env - > volumetric_fog_length ;
rb - > volumetric_fog - > spread = env - > volumetric_fog_detail_spread ;
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VolumetricFogShader : : ParamsUBO params ;
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Vector2 frustum_near_size = p_cam_projection . get_viewport_half_extents ( ) ;
Vector2 frustum_far_size = p_cam_projection . get_far_plane_half_extents ( ) ;
float z_near = p_cam_projection . get_z_near ( ) ;
float z_far = p_cam_projection . get_z_far ( ) ;
float fog_end = env - > volumetric_fog_length ;
Vector2 fog_far_size = frustum_near_size . lerp ( frustum_far_size , ( fog_end - z_near ) / ( z_far - z_near ) ) ;
Vector2 fog_near_size ;
if ( p_cam_projection . is_orthogonal ( ) ) {
fog_near_size = fog_far_size ;
} else {
fog_near_size = Vector2 ( ) ;
}
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params . fog_frustum_size_begin [ 0 ] = fog_near_size . x ;
params . fog_frustum_size_begin [ 1 ] = fog_near_size . y ;
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params . fog_frustum_size_end [ 0 ] = fog_far_size . x ;
params . fog_frustum_size_end [ 1 ] = fog_far_size . y ;
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params . ambient_inject = env - > volumetric_fog_ambient_inject * env - > ambient_light_energy ;
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params . z_far = z_far ;
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params . fog_frustum_end = fog_end ;
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Color ambient_color = env - > ambient_light . srgb_to_linear ( ) ;
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params . ambient_color [ 0 ] = ambient_color . r ;
params . ambient_color [ 1 ] = ambient_color . g ;
params . ambient_color [ 2 ] = ambient_color . b ;
params . sky_contribution = env - > ambient_sky_contribution ;
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params . fog_volume_size [ 0 ] = rb - > volumetric_fog - > width ;
params . fog_volume_size [ 1 ] = rb - > volumetric_fog - > height ;
params . fog_volume_size [ 2 ] = rb - > volumetric_fog - > depth ;
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params . directional_light_count = p_directional_light_count ;
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Color emission = env - > volumetric_fog_emission . srgb_to_linear ( ) ;
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params . base_emission [ 0 ] = emission . r * env - > volumetric_fog_emission_energy ;
params . base_emission [ 1 ] = emission . g * env - > volumetric_fog_emission_energy ;
params . base_emission [ 2 ] = emission . b * env - > volumetric_fog_emission_energy ;
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params . base_density = env - > volumetric_fog_density ;
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Color base_scattering = env - > volumetric_fog_scattering . srgb_to_linear ( ) ;
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params . base_scattering [ 0 ] = base_scattering . r ;
params . base_scattering [ 1 ] = base_scattering . g ;
params . base_scattering [ 2 ] = base_scattering . b ;
params . phase_g = env - > volumetric_fog_anisotropy ;
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params . detail_spread = env - > volumetric_fog_detail_spread ;
params . gi_inject = env - > volumetric_fog_gi_inject ;
params . cam_rotation [ 0 ] = p_cam_transform . basis [ 0 ] [ 0 ] ;
params . cam_rotation [ 1 ] = p_cam_transform . basis [ 1 ] [ 0 ] ;
params . cam_rotation [ 2 ] = p_cam_transform . basis [ 2 ] [ 0 ] ;
params . cam_rotation [ 3 ] = 0 ;
params . cam_rotation [ 4 ] = p_cam_transform . basis [ 0 ] [ 1 ] ;
params . cam_rotation [ 5 ] = p_cam_transform . basis [ 1 ] [ 1 ] ;
params . cam_rotation [ 6 ] = p_cam_transform . basis [ 2 ] [ 1 ] ;
params . cam_rotation [ 7 ] = 0 ;
params . cam_rotation [ 8 ] = p_cam_transform . basis [ 0 ] [ 2 ] ;
params . cam_rotation [ 9 ] = p_cam_transform . basis [ 1 ] [ 2 ] ;
params . cam_rotation [ 10 ] = p_cam_transform . basis [ 2 ] [ 2 ] ;
params . cam_rotation [ 11 ] = 0 ;
params . filter_axis = 0 ;
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params . max_voxel_gi_instances = env - > volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0 ;
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params . temporal_frame = RSG : : rasterizer - > get_frame_number ( ) % VolumetricFog : : MAX_TEMPORAL_FRAMES ;
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Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform ;
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RendererRD : : MaterialStorage : : store_transform ( to_prev_cam_view , params . to_prev_view ) ;
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params . use_temporal_reprojection = env - > volumetric_fog_temporal_reprojection ;
params . temporal_blend = env - > volumetric_fog_temporal_reprojection_amount ;
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{
uint32_t cluster_size = rb - > cluster_builder - > get_cluster_size ( ) ;
params . cluster_shift = get_shift_from_power_of_2 ( cluster_size ) ;
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uint32_t cluster_screen_width = ( rb - > width - 1 ) / cluster_size + 1 ;
uint32_t cluster_screen_height = ( rb - > height - 1 ) / cluster_size + 1 ;
params . max_cluster_element_count_div_32 = max_cluster_elements / 32 ;
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params . cluster_type_size = cluster_screen_width * cluster_screen_height * ( params . max_cluster_element_count_div_32 + 32 ) ;
params . cluster_width = cluster_screen_width ;
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params . screen_size [ 0 ] = rb - > width ;
params . screen_size [ 1 ] = rb - > height ;
}
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Basis sky_transform = env - > sky_orientation ;
sky_transform = sky_transform . inverse ( ) * p_cam_transform . basis ;
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RendererRD : : MaterialStorage : : store_transform_3x3 ( sky_transform , params . radiance_inverse_xform ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Render Volumetric Fog " ) ;
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RENDER_TIMESTAMP ( " Render Fog " ) ;
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RD : : get_singleton ( ) - > buffer_update ( volumetric_fog . params_ubo , 0 , sizeof ( VolumetricFogShader : : ParamsUBO ) , & params , RD : : BARRIER_MASK_COMPUTE ) ;
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , volumetric_fog . process_pipelines [ using_sdfgi ? VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY ] ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > volumetric_fog - > process_uniform_set_density , 0 ) ;
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if ( using_sdfgi ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > volumetric_fog - > sdfgi_uniform_set , 1 ) ;
}
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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// Copy fog to history buffer
if ( env - > volumetric_fog_temporal_reprojection ) {
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , volumetric_fog . process_pipelines [ VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_COPY ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > volumetric_fog - > copy_uniform_set , 0 ) ;
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
}
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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if ( volumetric_fog_filter_active ) {
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Filter Fog " ) ;
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RENDER_TIMESTAMP ( " Filter Fog " ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , volumetric_fog . process_pipelines [ VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_FILTER ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > volumetric_fog - > process_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
//need restart for buffer update
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params . filter_axis = 1 ;
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RD : : get_singleton ( ) - > buffer_update ( volumetric_fog . params_ubo , 0 , sizeof ( VolumetricFogShader : : ParamsUBO ) , & params ) ;
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compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , volumetric_fog . process_pipelines [ VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_FILTER ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > volumetric_fog - > process_uniform_set2 , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth ) ;
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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}
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RENDER_TIMESTAMP ( " Integrate Fog " ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Integrate Fog " ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , volumetric_fog . process_pipelines [ VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_FOG ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > volumetric_fog - > process_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( RD : : BARRIER_MASK_RASTER ) ;
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RENDER_TIMESTAMP ( " < Volumetric Fog " ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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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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RendererSceneEnvironmentRD * env = environment_owner . get_or_null ( p_render_data - > environment ) ;
rb - > sdfgi - > update_probes ( env , sky . sky_owner . get_or_null ( env - > sky ) ) ;
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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 ( ) ) {
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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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RendererCompositorRD : : singleton - > get_effects ( ) - > downsample_depth ( rb - > depth_texture , rb - > ss_effects . linear_depth_slices , ssao_quality , ssil_quality , invalidate_uniform_set , ssao_half_size , ssil_half_size , Size2i ( rb - > width , rb - > height ) , p_render_data - > cam_projection ) ;
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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 < GeometryInstance * > & p_instances , const PagedArray < RID > & p_lights , const PagedArray < RID > & p_reflection_probes , const PagedArray < RID > & p_voxel_gi_instances , const PagedArray < RID > & p_decals , const PagedArray < RID > & p_lightmaps , const PagedArray < RID > & p_fog_volumes , RID p_environment , RID p_camera_effects , RID p_shadow_atlas , RID p_occluder_debug_tex , RID p_reflection_atlas , RID p_reflection_probe , int p_reflection_probe_pass , float p_screen_mesh_lod_threshold , const RenderShadowData * p_render_shadows , int p_render_shadow_count , const RenderSDFGIData * p_render_sdfgi_regions , int p_render_sdfgi_region_count , const RenderSDFGIUpdateData * p_sdfgi_update_data , RendererScene : : RenderInfo * r_render_info ) {
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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 < GeometryInstance * > & p_instances , const Plane & p_camera_plane , float p_lod_distance_multiplier , float p_screen_mesh_lod_threshold , bool p_open_pass , bool p_close_pass , bool p_clear_region , RendererScene : : RenderInfo * p_render_info ) {
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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 ;
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CameraMatrix 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
light_instance_set_shadow_transform ( p_light , CameraMatrix ( ) , light_instance - > transform , zfar , 0 , 0 , 0 ) ;
}
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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 CameraMatrix & p_cam_projection , bool p_cam_orthogonal , const PagedArray < GeometryInstance * > & p_instances , RID p_framebuffer , const Rect2i & p_region ) {
_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 < GeometryInstance * > & 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 ( ) ;
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CameraMatrix cm ;
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 ) {
_volumetric_fog_erase ( rb ) ;
}
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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 ( environment_owner . owns ( p_rid ) ) {
//not much to delete, just free it
environment_owner . 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 ( fog_volume_instance_owner . owns ( p_rid ) ) {
fog_volume_instance_owner . 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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GeometryInstance * 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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geometry_instance_set_surface_materials ( gi , 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 ( ) {
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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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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{
// Initialize local fog shader
Vector < String > volumetric_fog_modes ;
volumetric_fog_modes . push_back ( " " ) ;
volumetric_fog . shader . initialize ( volumetric_fog_modes ) ;
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material_storage - > shader_set_data_request_function ( RendererRD : : SHADER_TYPE_FOG , _create_fog_shader_funcs ) ;
material_storage - > material_set_data_request_function ( RendererRD : : SHADER_TYPE_FOG , _create_fog_material_funcs ) ;
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volumetric_fog . volume_ubo = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( VolumetricFogShader : : VolumeUBO ) ) ;
}
{
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ShaderCompiler : : DefaultIdentifierActions actions ;
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actions . renames [ " TIME " ] = " scene_params.time " ;
actions . renames [ " PI " ] = _MKSTR ( Math_PI ) ;
actions . renames [ " TAU " ] = _MKSTR ( Math_TAU ) ;
actions . renames [ " E " ] = _MKSTR ( Math_E ) ;
actions . renames [ " WORLD_POSITION " ] = " world.xyz " ;
actions . renames [ " OBJECT_POSITION " ] = " params.position " ;
actions . renames [ " UVW " ] = " uvw " ;
actions . renames [ " EXTENTS " ] = " params.extents " ;
actions . renames [ " ALBEDO " ] = " albedo " ;
actions . renames [ " DENSITY " ] = " density " ;
actions . renames [ " EMISSION " ] = " emission " ;
actions . renames [ " SDF " ] = " sdf " ;
actions . usage_defines [ " SDF " ] = " #define SDF_USED \n " ;
actions . usage_defines [ " DENSITY " ] = " #define DENSITY_USED \n " ;
actions . usage_defines [ " ALBEDO " ] = " #define ALBEDO_USED \n " ;
actions . usage_defines [ " EMISSION " ] = " #define EMISSION_USED \n " ;
actions . sampler_array_name = " material_samplers " ;
actions . base_texture_binding_index = 1 ;
actions . texture_layout_set = VolumetricFogShader : : FogSet : : FOG_SET_MATERIAL ;
actions . base_uniform_string = " material. " ;
actions . default_filter = ShaderLanguage : : FILTER_LINEAR_MIPMAP ;
actions . default_repeat = ShaderLanguage : : REPEAT_DISABLE ;
actions . global_buffer_array_variable = " global_variables.data " ;
volumetric_fog . compiler . initialize ( actions ) ;
}
{
// default material and shader for fog shader
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volumetric_fog . default_shader = material_storage - > shader_allocate ( ) ;
material_storage - > shader_initialize ( volumetric_fog . default_shader ) ;
material_storage - > shader_set_code ( volumetric_fog . default_shader , R " (
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// Default fog shader.
shader_type fog ;
void fog ( ) {
DENSITY = 1.0 ;
ALBEDO = vec3 ( 1.0 ) ;
}
) " );
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volumetric_fog . default_material = material_storage - > material_allocate ( ) ;
material_storage - > material_initialize ( volumetric_fog . default_material ) ;
material_storage - > material_set_shader ( volumetric_fog . default_material , volumetric_fog . default_shader ) ;
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FogMaterialData * md = static_cast < FogMaterialData * > ( material_storage - > material_get_data ( volumetric_fog . default_material , RendererRD : : SHADER_TYPE_FOG ) ) ;
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volumetric_fog . default_shader_rd = volumetric_fog . shader . version_get_shader ( md - > shader_data - > version , 0 ) ;
Vector < RD : : Uniform > uniforms ;
{
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Vector < RID > ids ;
ids . resize ( 12 ) ;
RID * ids_ptr = ids . ptrw ( ) ;
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ids_ptr [ 0 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 1 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 2 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 3 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 4 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 5 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 6 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 7 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 8 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 9 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 10 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 11 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
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RD : : Uniform u ( RD : : UNIFORM_TYPE_SAMPLER , 1 , ids ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 2 ;
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u . append_id ( RendererRD : : MaterialStorage : : get_singleton ( ) - > global_variables_get_storage_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
}
volumetric_fog . base_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , volumetric_fog . default_shader_rd , VolumetricFogShader : : FogSet : : FOG_SET_BASE ) ;
}
{
String defines = " \n #define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos ( cluster . max_directional_lights ) + " \n " ;
defines + = " \n #define MAX_SKY_LOD " + itos ( get_roughness_layers ( ) - 1 ) + " .0 \n " ;
if ( is_using_radiance_cubemap_array ( ) ) {
defines + = " \n #define USE_RADIANCE_CUBEMAP_ARRAY \n " ;
}
Vector < String > volumetric_fog_modes ;
volumetric_fog_modes . push_back ( " \n #define MODE_DENSITY \n " ) ;
volumetric_fog_modes . push_back ( " \n #define MODE_DENSITY \n #define ENABLE_SDFGI \n " ) ;
volumetric_fog_modes . push_back ( " \n #define MODE_FILTER \n " ) ;
volumetric_fog_modes . push_back ( " \n #define MODE_FOG \n " ) ;
volumetric_fog_modes . push_back ( " \n #define MODE_COPY \n " ) ;
volumetric_fog . process_shader . initialize ( volumetric_fog_modes , defines ) ;
volumetric_fog . process_shader_version = volumetric_fog . process_shader . version_create ( ) ;
for ( int i = 0 ; i < VolumetricFogShader : : VOLUMETRIC_FOG_PROCESS_SHADER_MAX ; i + + ) {
volumetric_fog . process_pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( volumetric_fog . process_shader . version_get_shader ( volumetric_fog . process_shader_version , i ) ) ;
}
volumetric_fog . params_ubo = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( VolumetricFogShader : : ParamsUBO ) ) ;
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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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}
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RendererSceneRenderRD : : ~ RendererSceneRenderRD ( ) {
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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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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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 ( ) ) {
volumetric_fog . process_shader . version_free ( volumetric_fog . process_shader_version ) ;
RD : : get_singleton ( ) - > free ( volumetric_fog . volume_ubo ) ;
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RD : : get_singleton ( ) - > free ( volumetric_fog . params_ubo ) ;
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material_storage - > shader_free ( volumetric_fog . default_shader ) ;
material_storage - > material_free ( volumetric_fog . default_material ) ;
}
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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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}