-Refactored post processing, re-added glow and added a mix blend mode.

This commit is contained in:
Juan Linietsky 2020-01-09 21:40:26 -03:00
parent de0d834a4d
commit b859e69919
16 changed files with 564 additions and 310 deletions

View File

@ -312,6 +312,14 @@ void Environment::_validate_property(PropertyInfo &property) const {
}
}
if (property.name == "glow_intensity" && glow_blend_mode == GLOW_BLEND_MODE_MIX) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
if (property.name == "glow_mix" && glow_blend_mode != GLOW_BLEND_MODE_MIX) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
if (property.name == "background_color") {
if (bg_mode != BG_COLOR && ambient_source != AMBIENT_SOURCE_COLOR) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
@ -571,7 +579,7 @@ float Environment::get_ssao_edge_sharpness() const {
void Environment::set_glow_enabled(bool p_enabled) {
glow_enabled = p_enabled;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
_change_notify();
}
@ -589,7 +597,7 @@ void Environment::set_glow_level(int p_level, bool p_enabled) {
else
glow_levels &= ~(1 << p_level);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
bool Environment::is_glow_level_enabled(int p_level) const {
@ -602,7 +610,7 @@ void Environment::set_glow_intensity(float p_intensity) {
glow_intensity = p_intensity;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_intensity() const {
@ -612,18 +620,28 @@ float Environment::get_glow_intensity() const {
void Environment::set_glow_strength(float p_strength) {
glow_strength = p_strength;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_strength() const {
return glow_strength;
}
void Environment::set_glow_mix(float p_mix) {
glow_mix = p_mix;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_mix() const {
return glow_mix;
}
void Environment::set_glow_bloom(float p_threshold) {
glow_bloom = p_threshold;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_bloom() const {
@ -634,7 +652,8 @@ void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
glow_blend_mode = p_mode;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
_change_notify();
}
Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
@ -645,7 +664,7 @@ void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
glow_hdr_bleed_threshold = p_threshold;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_hdr_bleed_threshold() const {
@ -656,7 +675,7 @@ void Environment::set_glow_hdr_luminance_cap(float p_amount) {
glow_hdr_luminance_cap = p_amount;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_hdr_luminance_cap() const {
@ -667,7 +686,7 @@ void Environment::set_glow_hdr_bleed_scale(float p_scale) {
glow_hdr_bleed_scale = p_scale;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_hdr_bleed_scale() const {
@ -677,7 +696,7 @@ float Environment::get_glow_hdr_bleed_scale() const {
void Environment::set_glow_bicubic_upscale(bool p_enable) {
glow_bicubic_upscale = p_enable;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
bool Environment::is_glow_bicubic_upscale_enabled() const {
@ -1224,6 +1243,9 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_glow_strength", "strength"), &Environment::set_glow_strength);
ClassDB::bind_method(D_METHOD("get_glow_strength"), &Environment::get_glow_strength);
ClassDB::bind_method(D_METHOD("set_glow_mix", "mix"), &Environment::set_glow_mix);
ClassDB::bind_method(D_METHOD("get_glow_mix"), &Environment::get_glow_mix);
ClassDB::bind_method(D_METHOD("set_glow_bloom", "amount"), &Environment::set_glow_bloom);
ClassDB::bind_method(D_METHOD("get_glow_bloom"), &Environment::get_glow_bloom);
@ -1253,9 +1275,10 @@ void Environment::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "glow_levels/7"), "set_glow_level", "is_glow_level_enabled", 6);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_mix", PROPERTY_HINT_RANGE, "0.0,1.0,0.001"), "set_glow_mix", "get_glow_mix");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom");
ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace"), "set_glow_blend_mode", "get_glow_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace,Mix"), "set_glow_blend_mode", "get_glow_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_luminance_cap", PROPERTY_HINT_RANGE, "0.0,256.0,0.01"), "set_glow_hdr_luminance_cap", "get_glow_hdr_luminance_cap");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale");
@ -1304,6 +1327,7 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(TONE_MAPPER_LINEAR);
BIND_ENUM_CONSTANT(TONE_MAPPER_REINHARDT);
@ -1387,6 +1411,7 @@ Environment::Environment() :
glow_levels = (1 << 2) | (1 << 4);
glow_intensity = 0.8;
glow_strength = 1.0;
glow_mix = 0.05;
glow_bloom = 0.0;
glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT;
glow_hdr_bleed_threshold = 1.0;

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@ -77,6 +77,7 @@ public:
GLOW_BLEND_MODE_SCREEN,
GLOW_BLEND_MODE_SOFTLIGHT,
GLOW_BLEND_MODE_REPLACE,
GLOW_BLEND_MODE_MIX,
};
enum DOFBlurQuality {
@ -154,6 +155,7 @@ private:
int glow_levels;
float glow_intensity;
float glow_strength;
float glow_mix;
float glow_bloom;
GlowBlendMode glow_blend_mode;
float glow_hdr_bleed_threshold;
@ -333,6 +335,9 @@ public:
void set_glow_strength(float p_strength);
float get_glow_strength() const;
void set_glow_mix(float p_mix);
float get_glow_mix() const;
void set_glow_bloom(float p_threshold);
float get_glow_bloom() const;

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@ -77,7 +77,7 @@ public:
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
virtual void 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, bool p_roughness) = 0;

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@ -45,7 +45,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture) {
RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_uniform_set_cache[p_texture];
@ -58,7 +58,7 @@ RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture) {
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(default_sampler);
u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
u.ids.push_back(p_texture);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
@ -147,6 +147,55 @@ void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuff
RD::get_singleton()->draw_list_end();
}
void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
BlurMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
uint32_t base_flags = 0;
blur.push_constant.pixel_size[0] = p_pixel_size.x;
blur.push_constant.pixel_size[1] = p_pixel_size.y;
blur.push_constant.glow_strength = p_strength;
blur.push_constant.glow_bloom = p_bloom;
blur.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
blur.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
blur.push_constant.glow_exposure = p_exposure;
blur.push_constant.glow_white = 0; //actually unused
blur.push_constant.glow_luminance_cap = p_luminance_cap;
blur.push_constant.glow_auto_exposure_grey = 0; //unused also
//HORIZONTAL
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
if (p_auto_exposure.is_valid() && p_first_pass) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1);
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
//VERTICAL
draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
blur.push_constant.flags = base_flags;
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
void RasterizerEffectsRD::cubemap_roughness(RID p_source_rd_texture, bool p_source_is_panorama, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness) {
zeromem(&roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
@ -241,6 +290,7 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
tonemap.push_constant.glow_level_flags = p_settings.glow_level_flags;
tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
tonemap.push_constant.glow_mode = p_settings.glow_mode;
TonemapMode mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
@ -256,7 +306,7 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture), 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
@ -361,6 +411,12 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
default_sampler = RD::get_singleton()->sampler_create(sampler);
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.max_lod = 1e20;
default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler);
{ //create index array for copy shaders
PoolVector<uint8_t> pv;
pv.resize(6 * 4);

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@ -198,17 +198,22 @@ class RasterizerEffectsRD {
} copy;
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
RID index_array;
Map<RID, RID> texture_to_uniform_set_cache;
RID _get_uniform_set_from_texture(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
public:
//TODO must re-do most of the shaders in compute
void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false);
void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID());
void cubemap_roughness(RID p_source_rd_texture, bool p_source_is_panorama, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness);
void render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler);
void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
@ -221,7 +226,8 @@ public:
GLOW_MODE_ADD,
GLOW_MODE_SCREEN,
GLOW_MODE_SOFTLIGHT,
GLOW_MODE_REPLACE
GLOW_MODE_REPLACE,
GLOW_MODE_MIX
};
GlowMode glow_mode = GLOW_MODE_ADD;

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@ -536,34 +536,20 @@ void RasterizerSceneForwardRD::RenderBufferDataForward::clear() {
color_fb = RID();
}
if (color.is_valid()) {
RD::get_singleton()->free(color);
color = RID();
}
if (depth.is_valid()) {
RD::get_singleton()->free(depth);
depth = RID();
}
}
void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
clear();
width = p_width;
height = p_height;
render_target = p_render_target;
color = p_color_buffer;
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = p_width;
tf.height = p_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
color = 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_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
@ -576,7 +562,7 @@ void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_t
{
Vector<RID> fb;
fb.push_back(color);
fb.push_back(p_color_buffer);
fb.push_back(depth);
color_fb = RD::get_singleton()->framebuffer_create(fb);
@ -589,7 +575,7 @@ void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_t
}
{
Vector<RID> fb;
fb.push_back(color);
fb.push_back(p_color_buffer);
color_only_fb = RD::get_singleton()->framebuffer_create(fb);
}
@ -951,7 +937,7 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l
}
}
void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y) {
void RasterizerSceneForwardRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color) {
//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
@ -981,7 +967,7 @@ void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_env
//time global variables
scene_state.ubo.time = time;
if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
if (get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.ambient_light_color_energy[0] = 1;
@ -1004,7 +990,7 @@ void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_env
//ambient
if (ambient_src == VS::ENV_AMBIENT_SOURCE_BG && (env_bg == VS::ENV_BG_CLEAR_COLOR || env_bg == VS::ENV_BG_COLOR)) {
Color color = (p_render_target.is_valid() && env_bg == VS::ENV_BG_CLEAR_COLOR) ? (p_render_target.is_valid() ? storage->render_target_get_clear_request_color(p_render_target) : Color(0, 0, 0)) : environment_get_bg_color(p_environment);
Color color = env_bg == VS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
color = color.to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
@ -1039,138 +1025,21 @@ void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_env
} else {
if (p_reflection_probe.is_valid() && !storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
scene_state.ubo.use_ambient_light = true;
Color clear_color = storage->get_default_clear_color();
clear_color = clear_color.to_linear();
scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
} else if (p_render_target.is_valid()) {
scene_state.ubo.use_ambient_light = true;
Color clear_color = storage->render_target_get_clear_request_color(p_render_target);
clear_color = clear_color.to_linear();
scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
} else {
if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
scene_state.ubo.use_ambient_light = false;
} else {
scene_state.ubo.use_ambient_light = true;
Color clear_color = p_default_bg_color;
clear_color = clear_color.to_linear();
scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
}
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
}
#if 0
//bg and ambient
if (p_environment.is_valid()) {
state.ubo_data.bg_energy = env->bg_energy;
state.ubo_data.ambient_energy = env->ambient_energy;
Color linear_ambient_color = env->ambient_color.to_linear();
state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
Color bg_color;
switch (env->bg_mode) {
case VS::ENV_BG_CLEAR_COLOR: {
bg_color = storage->frame.clear_request_color.to_linear();
} break;
case VS::ENV_BG_COLOR: {
bg_color = env->bg_color.to_linear();
} break;
default: {
bg_color = Color(0, 0, 0, 1);
} break;
}
state.ubo_data.bg_color[0] = bg_color.r;
state.ubo_data.bg_color[1] = bg_color.g;
state.ubo_data.bg_color[2] = bg_color.b;
state.ubo_data.bg_color[3] = bg_color.a;
//use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();
state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;
//fog
Color linear_fog = env->fog_color.to_linear();
state.ubo_data.fog_color_enabled[0] = linear_fog.r;
state.ubo_data.fog_color_enabled[1] = linear_fog.g;
state.ubo_data.fog_color_enabled[2] = linear_fog.b;
state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
state.ubo_data.fog_density = linear_fog.a;
Color linear_sun = env->fog_sun_color.to_linear();
state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
state.ubo_data.fog_sun_color_amount[1] = linear_sun.g;
state.ubo_data.fog_sun_color_amount[2] = linear_sun.b;
state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
state.ubo_data.fog_depth_begin = env->fog_depth_begin;
state.ubo_data.fog_depth_end = env->fog_depth_end;
state.ubo_data.fog_depth_curve = env->fog_depth_curve;
state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
state.ubo_data.fog_height_enabled = env->fog_height_enabled;
state.ubo_data.fog_height_min = env->fog_height_min;
state.ubo_data.fog_height_max = env->fog_height_max;
state.ubo_data.fog_height_curve = env->fog_height_curve;
} else {
state.ubo_data.bg_energy = 1.0;
state.ubo_data.ambient_energy = 1.0;
//use from clear color instead, since there is no ambient
Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
state.ubo_data.bg_color[0] = linear_ambient_color.r;
state.ubo_data.bg_color[1] = linear_ambient_color.g;
state.ubo_data.bg_color[2] = linear_ambient_color.b;
state.ubo_data.bg_color[3] = linear_ambient_color.a;
state.env_radiance_data.ambient_contribution = 0;
state.ubo_data.ambient_occlusion_affect_light = 0;
state.ubo_data.fog_color_enabled[3] = 0.0;
}
{
//directional shadow
state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size;
state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
}
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
//fill up environment
store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
#endif
RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
}
@ -1181,12 +1050,12 @@ void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t
m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
if (unlikely(debug_draw != VS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
if (unlikely(get_debug_draw_mode() != VS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
if (get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
m_src = overdraw_material;
} else if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME) {
} else if (get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME) {
m_src = wireframe_material;
} else if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
} else if (get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
m_src = default_material;
}
}
@ -1756,9 +1625,12 @@ void RasterizerSceneForwardRD::_setup_lights(RID *p_light_cull_result, int p_lig
}
}
void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)p_buffer_data;
RenderBufferDataForward *render_buffer = NULL;
if (p_render_buffer.is_valid()) {
render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
}
//first of all, make a new render pass
render_pass++;
@ -1788,7 +1660,7 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
RENDER_TIMESTAMP("Setup 3D Scene");
if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
if (get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
p_light_cull_count = 0;
p_reflection_probe_cull_count = 0;
p_gi_probe_cull_count = 0;
@ -1816,7 +1688,6 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
RID render_target;
Size2 screen_pixel_size;
RID opaque_framebuffer;
RID depth_framebuffer;
@ -1825,7 +1696,6 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
if (render_buffer) {
screen_pixel_size.width = 1.0 / render_buffer->width;
screen_pixel_size.height = 1.0 / render_buffer->height;
render_target = render_buffer->render_target;
opaque_framebuffer = render_buffer->color_fb;
depth_framebuffer = render_buffer->depth_fb;
@ -1851,7 +1721,7 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
_setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows);
_setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_environment);
_setup_gi_probes(p_gi_probe_cull_result, p_gi_probe_cull_count, p_cam_transform);
_setup_environment(render_target, p_environment, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid());
_setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color);
render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
@ -1862,14 +1732,14 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
Color clear_color;
bool keep_color = false;
if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
if (get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (is_environment(p_environment)) {
VS::EnvironmentBG bg_mode = environment_get_background(p_environment);
float bg_energy = environment_get_bg_energy(p_environment);
switch (bg_mode) {
case VS::ENV_BG_CLEAR_COLOR: {
clear_color = render_target.is_valid() ? storage->render_target_get_clear_request_color(render_target) : environment_get_bg_color(p_environment);
clear_color = p_default_bg_color;
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
@ -1896,14 +1766,12 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
case VS::ENV_BG_CAMERA_FEED: {
} break;
default: {
}
}
} else {
if (p_reflection_probe.is_valid() && !storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
clear_color = storage->get_default_clear_color();
} else if (render_target.is_valid()) {
clear_color = storage->render_target_get_clear_request_color(render_target);
}
clear_color = p_default_bg_color;
}
_setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), radiance_cubemap, p_shadow_atlas, p_reflection_atlas);
@ -1913,7 +1781,7 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
_fill_instances(render_list.elements, render_list.element_count, false);
bool can_continue = true; //unless the middle buffers are needed
bool debug_giprobes = debug_draw == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || debug_draw == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || debug_draw == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
bool debug_giprobes = get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
bool using_separate_specular = false;
bool depth_pre_pass = depth_framebuffer.is_valid();
@ -1944,7 +1812,7 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
for (int i = 0; i < p_gi_probe_cull_count; i++) {
_debug_giprobe(p_gi_probe_cull_result[i], draw_list, opaque_framebuffer, cm, debug_draw == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, debug_draw == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
_debug_giprobe(p_gi_probe_cull_result[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == VS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
}
RD::get_singleton()->draw_list_end();
}
@ -1992,44 +1860,10 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
return;
}
RasterizerEffectsRD *effects = storage->get_effects();
RENDER_TIMESTAMP("Tonemap");
{
RENDER_TIMESTAMP("Tonemap");
//tonemap
RasterizerEffectsRD::TonemapSettings tonemap;
tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
tonemap.exposure_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
if (is_environment(p_environment)) {
tonemap.tonemap_mode = environment_get_tonemapper(p_environment);
tonemap.white = environment_get_white(p_environment);
tonemap.exposure = environment_get_exposure(p_environment);
}
effects->tonemapper(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), tonemap);
}
storage->render_target_disable_clear_request(render_buffer->render_target);
if (render_buffer && debug_draw == VS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
if (p_shadow_atlas.is_valid()) {
RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
Size2 rtsize = storage->render_target_get_size(render_buffer->render_target);
effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2(Vector2(), rtsize / 2));
}
}
if (render_buffer && debug_draw == VS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
if (directional_shadow_get_texture().is_valid()) {
RID shadow_atlas_texture = directional_shadow_get_texture();
Size2 rtsize = storage->render_target_get_size(render_buffer->render_target);
effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2(Vector2(), rtsize / 2));
}
}
render_buffers_post_process_and_tonemap(p_render_buffer, p_environment);
render_buffers_debug_draw(p_render_buffer, p_shadow_atlas);
#if 0
_post_process(env, p_cam_projection);
@ -2101,7 +1935,7 @@ void RasterizerSceneForwardRD::_render_shadow(RID p_framebuffer, InstanceBase **
scene_state.ubo.z_far = p_zfar;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
_setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true);
_setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color());
render_list.clear();
@ -2137,7 +1971,7 @@ void RasterizerSceneForwardRD::_render_material(const Transform &p_cam_transform
scene_state.ubo.z_far = 0;
scene_state.ubo.dual_paraboloid_side = 0;
_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false);
_setup_environment(RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color());
render_list.clear();
@ -2395,10 +2229,6 @@ void RasterizerSceneForwardRD::set_time(double p_time) {
time = p_time;
}
void RasterizerSceneForwardRD::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {
debug_draw = p_debug_draw;
}
RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) :
RasterizerSceneRD(p_storage) {
singleton = this;

View File

@ -194,10 +194,8 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
RID color_only_fb;
int width, height;
RID render_target;
void clear();
virtual void configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa);
~RenderBufferDataForward();
};
@ -525,7 +523,7 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
PASS_MODE_DEPTH_MATERIAL,
};
void _setup_environment(RID p_render_target, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y);
void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows);
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
@ -539,16 +537,13 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
void _draw_sky(RD::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, float p_alpha);
VS::ViewportDebugDraw debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
protected:
virtual void _render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
public:
virtual void set_time(double p_time);
virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
virtual bool free(RID p_rid);

View File

@ -468,46 +468,21 @@ void RasterizerSceneRD::environment_set_tonemap(RID p_env, VS::EnvironmentToneMa
env->auto_exp_scale = p_auto_exp_scale;
}
VS::EnvironmentToneMapper RasterizerSceneRD::environment_get_tonemapper(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, VS::ENV_TONE_MAPPER_LINEAR);
return env->tone_mapper;
}
float RasterizerSceneRD::environment_get_exposure(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->exposure;
}
float RasterizerSceneRD::environment_get_white(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->white;
}
bool RasterizerSceneRD::environment_get_auto_exposure(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->auto_exposure;
}
float RasterizerSceneRD::environment_get_min_luminance(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->min_luminance;
}
float RasterizerSceneRD::environment_get_max_luminance(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->max_luminance;
}
float RasterizerSceneRD::environment_get_auto_exposure_scale(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->auto_exp_scale;
}
void RasterizerSceneRD::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
float RasterizerSceneRD::environment_get_auto_exposure_speed(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->auto_exp_speed;
ERR_FAIL_COND(!env);
env->glow_enabled = p_enable;
env->glow_levels = p_level_flags;
env->glow_intensity = p_intensity;
env->glow_strength = p_strength;
env->glow_mix = p_mix;
env->glow_bloom = p_bloom_threshold;
env->glow_blend_mode = p_blend_mode;
env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
env->glow_bicubic_upscale = p_bicubic_upscale;
}
bool RasterizerSceneRD::is_environment(RID p_env) const {
@ -2181,6 +2156,198 @@ RID RasterizerSceneRD::render_buffers_create() {
return render_buffers_owner.make_rid(rb);
}
void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
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;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = rb->width;
tf.height = rb->height;
tf.type = RD::TEXTURE_TYPE_2D;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.mipmaps = mipmaps_required;
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());
int base_width = rb->width;
int base_height = rb->height;
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, 0, i);
{
Vector<RID> fbs;
fbs.push_back(mm.texture);
mm.framebuffer = RD::get_singleton()->framebuffer_create(fbs);
}
mm.width = base_width;
mm.height = base_height;
rb->blur[0].mipmaps.push_back(mm);
if (i > 0) {
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
{
Vector<RID> fbs;
fbs.push_back(mm.texture);
mm.framebuffer = RD::get_singleton()->framebuffer_create(fbs);
}
rb->blur[1].mipmaps.push_back(mm);
}
base_width = MAX(1, base_width >> 1);
base_height = MAX(1, base_height >> 1);
}
}
void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
if (rb->texture.is_valid()) {
RD::get_singleton()->free(rb->texture);
}
for (int i = 0; i < 2; i++) {
if (rb->blur[i].texture.is_valid()) {
RD::get_singleton()->free(rb->blur[i].texture);
rb->blur[i].texture = RID();
rb->blur[i].mipmaps.clear();
}
}
for (int i = 0; i < rb->luminance.reduce.size(); i++) {
RD::get_singleton()->free(rb->luminance.reduce[i]);
}
rb->luminance.reduce.clear();
if (rb->luminance.current.is_valid()) {
RD::get_singleton()->free(rb->luminance.current);
rb->luminance.current = RID();
}
}
void RasterizerSceneRD::render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
Environent *env = environment_owner.getornull(p_environment);
//glow (if enabled)
int max_glow_level = -1;
int glow_mask = 0;
if (env && env->glow_enabled) {
/* see that blur textures are allocated */
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
}
for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) {
if (env->glow_levels & (1 << i)) {
if (i >= rb->blur[1].mipmaps.size()) {
max_glow_level = rb->blur[1].mipmaps.size() - 1;
glow_mask |= 1 << max_glow_level;
} else {
max_glow_level = i;
glow_mask |= (1 << i);
}
}
}
for (int i = 0; i < (max_glow_level + 1); i++) {
int vp_w = rb->blur[1].mipmaps[i].width;
int vp_h = rb->blur[1].mipmaps[i].height;
if (i == 0) {
storage->get_effects()->gaussian_glow(rb->texture, rb->blur[0].mipmaps[i + 1].framebuffer, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].framebuffer, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, RID());
} else {
storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i + 1].framebuffer, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].framebuffer, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength);
}
}
}
{
//tonemap
RasterizerEffectsRD::TonemapSettings tonemap;
tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
tonemap.exposure_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
if (env && env->glow_enabled) {
tonemap.use_glow = true;
tonemap.glow_mode = RasterizerEffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
tonemap.glow_intensity = env->glow_blend_mode == VS::GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
tonemap.glow_level_flags = glow_mask;
tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
tonemap.glow_use_bicubic_upscale = env->glow_bicubic_upscale;
tonemap.glow_texture = rb->blur[1].texture;
} else {
tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
}
if (env) {
tonemap.tonemap_mode = env->tone_mapper;
tonemap.white = env->white;
tonemap.exposure = env->exposure;
}
storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
}
storage->render_target_disable_clear_request(rb->render_target);
}
void RasterizerSceneRD::render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
RasterizerEffectsRD *effects = storage->get_effects();
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
if (p_shadow_atlas.is_valid()) {
RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2));
}
}
if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
if (directional_shadow_get_texture().is_valid()) {
RID shadow_atlas_texture = directional_shadow_get_texture();
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2));
}
}
}
RID RasterizerSceneRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
ERR_FAIL_COND_V(!rb->blur[0].texture.is_valid(), RID()); //should have been created for some reason?
return rb->blur[0].texture;
}
void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@ -2188,7 +2355,19 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren
rb->height = p_height;
rb->render_target = p_render_target;
rb->msaa = p_msaa;
rb->data->configure(p_render_target, p_width, p_height, p_msaa);
_free_render_buffer_data(rb);
{
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_COLOR_ATTACHMENT_BIT;
rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
rb->data->configure(rb->texture, p_width, p_height, p_msaa);
}
int RasterizerSceneRD::get_roughness_layers() const {
@ -2199,12 +2378,24 @@ bool RasterizerSceneRD::is_using_radiance_cubemap_array() const {
return sky_use_cubemap_array;
}
RasterizerSceneRD::RenderBufferData *RasterizerSceneRD::render_buffers_get_data(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, NULL);
return rb->data;
}
void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb && p_render_buffers.is_valid());
Color clear_color;
if (p_render_buffers.is_valid()) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
clear_color = storage->render_target_get_clear_request_color(rb->render_target);
} else {
clear_color = storage->get_default_clear_color();
}
_render_scene(rb ? rb->data : (RenderBufferData *)NULL, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
_render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
}
void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@ -2392,6 +2583,7 @@ bool RasterizerSceneRD::free(RID p_rid) {
if (render_buffers_owner.owns(p_rid)) {
RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
_free_render_buffer_data(rb);
memdelete(rb->data);
render_buffers_owner.free(p_rid);
} else if (environment_owner.owns(p_rid)) {
@ -2463,6 +2655,10 @@ bool RasterizerSceneRD::free(RID p_rid) {
return true;
}
void RasterizerSceneRD::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {
debug_draw = p_debug_draw;
}
void RasterizerSceneRD::update() {
_update_dirty_skys();
}

View File

@ -49,18 +49,22 @@ public:
protected:
struct RenderBufferData {
virtual void configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
virtual ~RenderBufferData() {}
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
virtual void _render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
private:
VS::ViewportDebugDraw debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
int roughness_layers;
RasterizerStorageRD *storage;
@ -461,6 +465,20 @@ private:
float max_luminance = 8.0;
float auto_exp_speed = 0.2;
float auto_exp_scale = 0.5;
/// Glow
bool glow_enabled = false;
int glow_levels = (1 << 2) | (1 << 4);
float glow_intensity = 0.8;
float glow_strength = 1.0;
float glow_bloom = 0.0;
float glow_mix = 0.01;
VS::EnvironmentGlowBlendMode glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT;
float glow_hdr_bleed_threshold = 1.0;
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
bool glow_bicubic_upscale = false;
};
mutable RID_Owner<Environent> environment_owner;
@ -473,10 +491,37 @@ private:
int width = 0, height = 0;
VS::ViewportMSAA msaa = VS::VIEWPORT_MSAA_DISABLED;
RID render_target;
RID texture; //main texture for rendering to, must be filled after done rendering
//built-in textures used for ping pong image processing and blurring
struct Blur {
RID texture;
struct Mipmap {
RID texture;
RID framebuffer;
int width;
int height;
};
Vector<Mipmap> mipmaps;
};
Blur blur[2]; //the second one starts from the first mipmap
struct Luminance {
Vector<RID> reduce;
RID current;
} luminance;
};
mutable RID_Owner<RenderBuffers> render_buffers_owner;
void _free_render_buffer_data(RenderBuffers *rb);
void _allocate_blur_textures(RenderBuffers *rb);
uint64_t scene_pass = 0;
uint64_t shadow_atlas_realloc_tolerance_msec = 500;
@ -557,7 +602,7 @@ public:
void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
@ -565,15 +610,6 @@ public:
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
void environment_set_tonemap(RID p_env, VS::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);
VS::EnvironmentToneMapper environment_get_tonemapper(RID p_env) const;
float environment_get_exposure(RID p_env) const;
float environment_get_white(RID p_env) const;
bool environment_get_auto_exposure(RID p_env) const;
float environment_get_min_luminance(RID p_env) const;
float environment_get_max_luminance(RID p_env) const;
float environment_get_auto_exposure_scale(RID p_env) const;
float environment_get_auto_exposure_speed(RID p_env) const;
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
@ -802,6 +838,10 @@ public:
RID render_buffers_create();
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
void render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
void render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment);
void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
@ -818,6 +858,9 @@ public:
virtual void update();
virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
_FORCE_INLINE_ VS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; }
RasterizerSceneRD(RasterizerStorageRD *p_storage);
~RasterizerSceneRD();
};

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@ -14,5 +14,6 @@ if 'RD_GLSL' in env['BUILDERS']:
env.RD_GLSL('giprobe.glsl');
env.RD_GLSL('giprobe_debug.glsl');
env.RD_GLSL('giprobe_sdf.glsl');
env.RD_GLSL('luminance_reduce.glsl');

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@ -125,31 +125,43 @@ void main() {
//Glow uses larger sigma 1 for a more rounded blur effect
#define GLOW_ADD( m_ofs, m_mult )\
{\
vec2 ofs = uv_interp + m_ofs * pix_size;\
vec4 c = texture(source_color, ofs ) * m_mult; \
if (any(lessThan(ofs,vec2(0.0))) || any(greaterThan(ofs,vec2(1.0)))) {\
c*=0.0;\
}\
color+=c;\
}
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.165569;
color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.140367;
color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.106595;
color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.165569;
color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.140367;
color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.106595;
GLOW_ADD(vec2(1.0, 0.0),0.165569);
GLOW_ADD(vec2(2.0, 0.0),0.140367);
GLOW_ADD(vec2(3.0, 0.0), 0.106595);
GLOW_ADD(vec2(-1.0, 0.0),0.165569);
GLOW_ADD(vec2(-2.0, 0.0),0.140367);
GLOW_ADD(vec2(-3.0, 0.0),0.106595);
color *= blur.glow_strength;
frag_color = color;
} else {
vec2 pix_size = blur.pixel_size;
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.233062;
color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.122581;
color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.233062;
color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.122581;
GLOW_ADD(vec2(0.0, 1.0),0.233062);
GLOW_ADD(vec2(0.0, 2.0),0.122581);
GLOW_ADD(vec2(0.0, -1.0),0.233062);
GLOW_ADD(vec2(0.0, -2.0),0.122581);
color *= blur.glow_strength;
frag_color = color;
}
#undef GLOW_ADD
if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE

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@ -0,0 +1,76 @@
/* clang-format off */
[compute]
/* clang-format on */
#version 450
VERSION_DEFINES
#define BLOCK_SIZE 8
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
shared float tmp_data[BLOCK_SIZE*BLOCK_SIZE];
#ifdef READ_TEXTURE
//use for main texture
layout(set = 0, binding = 1) uniform texture2D source_texture;
layout(set = 0, binding = 2) uniform sampler source_sampler;
#else
//use for intermediate textures
layout(r32f, set = 0, binding = 1) uniform restrict readonly image2D source_luminance;
#endif
layout(r32f, set = 0, binding = 3) uniform restrict writeonly image2D dest_luminance;
layout(push_constant, binding = 0, std430) uniform Params {
ivec2 source_size;
} params;
void main() {
uint t = gl_LocalInvocationID.y * BLOCK_SIZE + gl_LocalInvocationID.x;
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(lessThan(pos,params.source_size))) {
#ifdef READ_TEXTURE
vec3 v = texelFetch(sampler2D(source_texture,source_sampler),pos).rgb;
avg += max(v.r,max(v.g,v.b));
tmp_data[t] = 0.0;
#else
tmp_data[t] = imageLoad(source_luminance, pos);
#endif
} else {
tmp_data[t] = 0.0;
}
groupMemoryBarrier();
barrier();
uint size = (BLOCK_SIZE * BLOCK_SIZE)>>1;
do {
if (t<size) {
tmp_data[t]+=tmp_data[t+size];
}
groupMemoryBarrier();
barrier();
size>>=1;
} while(size>1);
if (t==0) {
//compute rect size
ivec2 rect_size = max(params.source_size - pos,ivec2(BLOCK_SIZE));
float avg = tmp_data[0] / float(rect_size.x*rect_size.y);
pos/=ivec2(BLOCK_SIZE);
imageStore(dest_luminance, pos, vec4(avg));
}
}

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@ -187,31 +187,31 @@ vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
vec3 glow = vec3(0.0f);
if (bool(params.glow_level_flags & (1 << 0))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb;
}
if (bool(params.glow_level_flags & (1 << 1))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
}
if (bool(params.glow_level_flags & (1 << 2))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
}
if (bool(params.glow_level_flags & (1 << 3))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
}
if (bool(params.glow_level_flags & (1 << 4))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
}
if (bool(params.glow_level_flags & (1 << 5))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
}
if (bool(params.glow_level_flags & (1 << 6))) {
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb;
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
}
return glow;
@ -221,6 +221,7 @@ vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
#define GLOW_MODE_SCREEN 1
#define GLOW_MODE_SOFTLIGHT 2
#define GLOW_MODE_REPLACE 3
#define GLOW_MODE_MIX 4
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
if (params.glow_mode == GLOW_MODE_ADD) {
@ -266,13 +267,20 @@ void main() {
// Early Tonemap & SRGB Conversion
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp);
color.rgb = mix(color.rgb,glow,params.glow_intensity);
}
color = apply_tonemapping(color, params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion
// Glow
if (params.use_glow) {
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;

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@ -528,7 +528,7 @@ public:
BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND11(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
BIND12(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)

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@ -442,7 +442,7 @@ public:
FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
FUNC11(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
FUNC12(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)

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@ -740,8 +740,9 @@ public:
GLOW_BLEND_MODE_SCREEN,
GLOW_BLEND_MODE_SOFTLIGHT,
GLOW_BLEND_MODE_REPLACE,
GLOW_BLEND_MODE_MIX,
};
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
enum EnvironmentToneMapper {
ENV_TONE_MAPPER_LINEAR,