godot/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00

8999 lines
346 KiB
C++

/*************************************************************************/
/* renderer_scene_render_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* 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. */
/*************************************************************************/
#include "renderer_scene_render_rd.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_server_default.h"
uint64_t RendererSceneRenderRD::auto_exposure_counter = 2;
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;
}
}
void RendererSceneRenderRD::_clear_reflection_data(ReflectionData &rd) {
rd.layers.clear();
rd.radiance_base_cubemap = RID();
if (rd.downsampled_radiance_cubemap.is_valid()) {
RD::get_singleton()->free(rd.downsampled_radiance_cubemap);
}
rd.downsampled_radiance_cubemap = RID();
rd.downsampled_layer.mipmaps.clear();
rd.coefficient_buffer = RID();
}
void RendererSceneRenderRD::_update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality) {
//recreate radiance and all data
int mipmaps = p_mipmaps;
uint32_t w = p_size, h = p_size;
if (p_use_array) {
int layers = p_low_quality ? 8 : roughness_layers;
for (int i = 0; i < layers; i++) {
ReflectionData::Layer layer;
uint32_t mmw = w;
uint32_t mmh = h;
layer.mipmaps.resize(mipmaps);
layer.views.resize(mipmaps);
for (int j = 0; j < mipmaps; j++) {
ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
mm.size.width = mmw;
mm.size.height = mmh;
for (int k = 0; k < 6; k++) {
mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
Vector<RID> fbtex;
fbtex.push_back(mm.views[k]);
mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
}
layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
mmw = MAX(1, mmw >> 1);
mmh = MAX(1, mmh >> 1);
}
rd.layers.push_back(layer);
}
} else {
mipmaps = p_low_quality ? 8 : mipmaps;
//regular cubemap, lower quality (aliasing, less memory)
ReflectionData::Layer layer;
uint32_t mmw = w;
uint32_t mmh = h;
layer.mipmaps.resize(mipmaps);
layer.views.resize(mipmaps);
for (int j = 0; j < mipmaps; j++) {
ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
mm.size.width = mmw;
mm.size.height = mmh;
for (int k = 0; k < 6; k++) {
mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
Vector<RID> fbtex;
fbtex.push_back(mm.views[k]);
mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
}
layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
mmw = MAX(1, mmw >> 1);
mmh = MAX(1, mmh >> 1);
}
rd.layers.push_back(layer);
}
rd.radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = 64; // Always 64x64
tf.height = 64;
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
tf.array_layers = 6;
tf.mipmaps = 7;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
rd.downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
{
uint32_t mmw = 64;
uint32_t mmh = 64;
rd.downsampled_layer.mipmaps.resize(7);
for (int j = 0; j < rd.downsampled_layer.mipmaps.size(); j++) {
ReflectionData::DownsampleLayer::Mipmap &mm = rd.downsampled_layer.mipmaps.write[j];
mm.size.width = mmw;
mm.size.height = mmh;
mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rd.downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
mmw = MAX(1, mmw >> 1);
mmh = MAX(1, mmh >> 1);
}
}
}
void RendererSceneRenderRD::_create_reflection_fast_filter(ReflectionData &rd, bool p_use_arrays) {
storage->get_effects()->cubemap_downsample(rd.radiance_base_cubemap, rd.downsampled_layer.mipmaps[0].view, rd.downsampled_layer.mipmaps[0].size);
for (int i = 1; i < rd.downsampled_layer.mipmaps.size(); i++) {
storage->get_effects()->cubemap_downsample(rd.downsampled_layer.mipmaps[i - 1].view, rd.downsampled_layer.mipmaps[i].view, rd.downsampled_layer.mipmaps[i].size);
}
Vector<RID> views;
if (p_use_arrays) {
for (int i = 1; i < rd.layers.size(); i++) {
views.push_back(rd.layers[i].views[0]);
}
} else {
for (int i = 1; i < rd.layers[0].views.size(); i++) {
views.push_back(rd.layers[0].views[i]);
}
}
storage->get_effects()->cubemap_filter(rd.downsampled_radiance_cubemap, views, p_use_arrays);
}
void RendererSceneRenderRD::_create_reflection_importance_sample(ReflectionData &rd, bool p_use_arrays, int p_cube_side, int p_base_layer) {
if (p_use_arrays) {
//render directly to the layers
storage->get_effects()->cubemap_roughness(rd.radiance_base_cubemap, rd.layers[p_base_layer].views[0], p_cube_side, sky_ggx_samples_quality, float(p_base_layer) / (rd.layers.size() - 1.0), rd.layers[p_base_layer].mipmaps[0].size.x);
} else {
storage->get_effects()->cubemap_roughness(rd.layers[0].views[p_base_layer - 1], rd.layers[0].views[p_base_layer], p_cube_side, sky_ggx_samples_quality, float(p_base_layer) / (rd.layers[0].mipmaps.size() - 1.0), rd.layers[0].mipmaps[p_base_layer].size.x);
}
}
void RendererSceneRenderRD::_update_reflection_mipmaps(ReflectionData &rd, int p_start, int p_end) {
for (int i = p_start; i < p_end; i++) {
for (int j = 0; j < rd.layers[i].views.size() - 1; j++) {
RID view = rd.layers[i].views[j];
RID texture = rd.layers[i].views[j + 1];
Size2i size = rd.layers[i].mipmaps[j + 1].size;
storage->get_effects()->cubemap_downsample(view, texture, size);
}
}
}
void RendererSceneRenderRD::_sdfgi_erase(RenderBuffers *rb) {
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
RD::get_singleton()->free(c.light_data);
RD::get_singleton()->free(c.light_aniso_0_tex);
RD::get_singleton()->free(c.light_aniso_1_tex);
RD::get_singleton()->free(c.sdf_tex);
RD::get_singleton()->free(c.solid_cell_dispatch_buffer);
RD::get_singleton()->free(c.solid_cell_buffer);
RD::get_singleton()->free(c.lightprobe_history_tex);
RD::get_singleton()->free(c.lightprobe_average_tex);
RD::get_singleton()->free(c.lights_buffer);
}
RD::get_singleton()->free(rb->sdfgi->render_albedo);
RD::get_singleton()->free(rb->sdfgi->render_emission);
RD::get_singleton()->free(rb->sdfgi->render_emission_aniso);
RD::get_singleton()->free(rb->sdfgi->render_sdf[0]);
RD::get_singleton()->free(rb->sdfgi->render_sdf[1]);
RD::get_singleton()->free(rb->sdfgi->render_sdf_half[0]);
RD::get_singleton()->free(rb->sdfgi->render_sdf_half[1]);
for (int i = 0; i < 8; i++) {
RD::get_singleton()->free(rb->sdfgi->render_occlusion[i]);
}
RD::get_singleton()->free(rb->sdfgi->render_geom_facing);
RD::get_singleton()->free(rb->sdfgi->lightprobe_data);
RD::get_singleton()->free(rb->sdfgi->lightprobe_history_scroll);
RD::get_singleton()->free(rb->sdfgi->occlusion_data);
RD::get_singleton()->free(rb->sdfgi->ambient_texture);
RD::get_singleton()->free(rb->sdfgi->cascades_ubo);
memdelete(rb->sdfgi);
rb->sdfgi = nullptr;
}
const Vector3i RendererSceneRenderRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
Environment *env = environment_owner.getornull(p_environment);
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
bool needs_sdfgi = env && env->sdfgi_enabled;
if (!needs_sdfgi) {
if (rb->sdfgi != nullptr) {
//erase it
_sdfgi_erase(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
return;
}
static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
uint32_t requested_history_size = history_frames_to_converge[sdfgi_frames_to_converge];
if (rb->sdfgi && (rb->sdfgi->cascade_mode != 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)) {
//configuration changed, erase
_sdfgi_erase(rb);
}
SDFGI *sdfgi = rb->sdfgi;
if (sdfgi == nullptr) {
//re-create
rb->sdfgi = memnew(SDFGI);
sdfgi = rb->sdfgi;
sdfgi->cascade_mode = env->sdfgi_cascades;
sdfgi->min_cell_size = env->sdfgi_min_cell_size;
sdfgi->uses_occlusion = env->sdfgi_use_occlusion;
sdfgi->y_scale_mode = env->sdfgi_y_scale;
static const float y_scale[3] = { 1.0, 1.5, 2.0 };
sdfgi->y_mult = y_scale[sdfgi->y_scale_mode];
static const int cascasde_size[3] = { 4, 6, 8 };
sdfgi->cascades.resize(cascasde_size[sdfgi->cascade_mode]);
sdfgi->probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
sdfgi->solid_cell_ratio = sdfgi_solid_cell_ratio;
sdfgi->solid_cell_count = uint32_t(float(sdfgi->cascade_size * sdfgi->cascade_size * sdfgi->cascade_size) * sdfgi->solid_cell_ratio);
float base_cell_size = sdfgi->min_cell_size;
RD::TextureFormat tf_sdf;
tf_sdf.format = RD::DATA_FORMAT_R8_UNORM;
tf_sdf.width = sdfgi->cascade_size; // Always 64x64
tf_sdf.height = sdfgi->cascade_size;
tf_sdf.depth = sdfgi->cascade_size;
tf_sdf.texture_type = RD::TEXTURE_TYPE_3D;
tf_sdf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
{
RD::TextureFormat tf_render = tf_sdf;
tf_render.format = RD::DATA_FORMAT_R16_UINT;
sdfgi->render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
tf_render.format = RD::DATA_FORMAT_R32_UINT;
sdfgi->render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
sdfgi->render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
for (int i = 0; i < 8; i++) {
sdfgi->render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
}
tf_render.format = RD::DATA_FORMAT_R32_UINT;
sdfgi->render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
sdfgi->render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
sdfgi->render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
tf_render.width /= 2;
tf_render.height /= 2;
tf_render.depth /= 2;
sdfgi->render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
sdfgi->render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
}
RD::TextureFormat tf_occlusion = tf_sdf;
tf_occlusion.format = RD::DATA_FORMAT_R16_UINT;
tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
tf_occlusion.depth *= sdfgi->cascades.size(); //use depth for occlusion slices
tf_occlusion.width *= 2; //use width for the other half
RD::TextureFormat tf_light = tf_sdf;
tf_light.format = RD::DATA_FORMAT_R32_UINT;
tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
RD::TextureFormat tf_aniso0 = tf_sdf;
tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
RD::TextureFormat tf_aniso1 = tf_sdf;
tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM;
int passes = nearest_shift(sdfgi->cascade_size) - 1;
//store lightprobe SH
RD::TextureFormat tf_probes;
tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf_probes.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
tf_probes.height = sdfgi->probe_axis_count * SDFGI::SH_SIZE;
tf_probes.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
tf_probes.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
sdfgi->history_size = requested_history_size;
RD::TextureFormat tf_probe_history = tf_probes;
tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed
tf_probe_history.array_layers = sdfgi->history_size;
RD::TextureFormat tf_probe_average = tf_probes;
tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
sdfgi->lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
sdfgi->lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
{
//octahedral lightprobes
RD::TextureFormat tf_octprobes = tf_probes;
tf_octprobes.array_layers = sdfgi->cascades.size() * 2;
tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE
tf_octprobes.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
tf_octprobes.height = sdfgi->probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
//lightprobe texture is an octahedral texture
sdfgi->lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
sdfgi->lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->lightprobe_data);
//texture handling ambient data, to integrate with volumetric foc
RD::TextureFormat tf_ambient = tf_probes;
tf_ambient.array_layers = sdfgi->cascades.size();
tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
tf_ambient.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
tf_ambient.height = sdfgi->probe_axis_count;
tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
//lightprobe texture is an octahedral texture
sdfgi->ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
}
sdfgi->cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
sdfgi->occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
{
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
sdfgi->occlusion_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->occlusion_data);
}
for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
SDFGI::Cascade &cascade = sdfgi->cascades[i];
/* 3D Textures */
cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
{
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
}
cascade.cell_size = base_cell_size;
Vector3 world_position = p_world_position;
world_position.y *= sdfgi->y_mult;
int32_t probe_cells = sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells;
Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor());
cascade.position = probe_pos * probe_cells;
cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
base_cell_size *= 2.0;
/* Probe History */
cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
/* Buffers */
cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * sdfgi->solid_cell_count);
cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT);
cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS));
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(sdfgi->render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(sdfgi->render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
for (int j = 0; j < 8; j++) {
u.ids.push_back(sdfgi->render_occlusion[j]);
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 4;
u.ids.push_back(sdfgi->render_emission);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
u.ids.push_back(sdfgi->render_emission_aniso);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 6;
u.ids.push_back(sdfgi->render_geom_facing);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 7;
u.ids.push_back(cascade.sdf_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 8;
u.ids.push_back(sdfgi->occlusion_data);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 10;
u.ids.push_back(cascade.solid_cell_dispatch_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 11;
u.ids.push_back(cascade.solid_cell_buffer);
uniforms.push_back(u);
}
cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_STORE), 0);
}
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(sdfgi->render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(sdfgi->render_geom_facing);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
u.ids.push_back(sdfgi->render_emission);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 4;
u.ids.push_back(sdfgi->render_emission_aniso);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 5;
u.ids.push_back(cascade.solid_cell_dispatch_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 6;
u.ids.push_back(cascade.solid_cell_buffer);
uniforms.push_back(u);
}
cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL), 0);
}
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
for (int j = 0; j < 8; j++) {
u.ids.push_back(sdfgi->render_occlusion[j]);
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(sdfgi->occlusion_data);
uniforms.push_back(u);
}
cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0);
}
}
//direct light
for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
SDFGI::Cascade &cascade = sdfgi->cascades[i];
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(cascade.solid_cell_dispatch_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(cascade.solid_cell_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.ids.push_back(cascade.light_data);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.ids.push_back(cascade.light_aniso_0_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.ids.push_back(cascade.light_aniso_1_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(rb->sdfgi->cascades_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(cascade.lights_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(rb->sdfgi->lightprobe_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(rb->sdfgi->occlusion_texture);
uniforms.push_back(u);
}
cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, 0), 0);
}
//preprocess initialize uniform set
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(sdfgi->render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(sdfgi->render_sdf[0]);
uniforms.push_back(u);
}
sdfgi->sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0);
}
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(sdfgi->render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(sdfgi->render_sdf_half[0]);
uniforms.push_back(u);
}
sdfgi->sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0);
}
//jump flood uniform set
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(sdfgi->render_sdf[0]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(sdfgi->render_sdf[1]);
uniforms.push_back(u);
}
sdfgi->jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
sdfgi->jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
}
//jump flood half uniform set
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(sdfgi->render_sdf_half[0]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(sdfgi->render_sdf_half[1]);
uniforms.push_back(u);
}
sdfgi->jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
sdfgi->jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
}
//upscale half size sdf
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(sdfgi->render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(sdfgi->render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
u.ids.push_back(sdfgi->render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
uniforms.push_back(u);
}
sdfgi->upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1;
sdfgi->sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0);
}
//occlusion uniform set
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(sdfgi->render_albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
for (int i = 0; i < 8; i++) {
u.ids.push_back(sdfgi->render_occlusion[i]);
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
u.ids.push_back(sdfgi->render_geom_facing);
uniforms.push_back(u);
}
sdfgi->occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_OCCLUSION), 0);
}
for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
//integrate uniform
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < sdfgi->cascades.size()) {
u.ids.push_back(sdfgi->cascades[j].sdf_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < sdfgi->cascades.size()) {
u.ids.push_back(sdfgi->cascades[j].light_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < sdfgi->cascades.size()) {
u.ids.push_back(sdfgi->cascades[j].light_aniso_0_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (j < sdfgi->cascades.size()) {
u.ids.push_back(sdfgi->cascades[j].light_aniso_1_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 6;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 7;
u.ids.push_back(sdfgi->cascades_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 8;
u.ids.push_back(sdfgi->lightprobe_data);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
u.ids.push_back(sdfgi->cascades[i].lightprobe_history_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 10;
u.ids.push_back(sdfgi->cascades[i].lightprobe_average_tex);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 11;
u.ids.push_back(sdfgi->lightprobe_history_scroll);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 12;
u.ids.push_back(sdfgi->lightprobe_average_scroll);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 13;
RID parent_average;
if (i < sdfgi->cascades.size() - 1) {
parent_average = sdfgi->cascades[i + 1].lightprobe_average_tex;
} else {
parent_average = sdfgi->cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
}
u.ids.push_back(parent_average);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 14;
u.ids.push_back(sdfgi->ambient_texture);
uniforms.push_back(u);
}
sdfgi->cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 0);
}
sdfgi->bounce_feedback = env->sdfgi_bounce_feedback;
sdfgi->energy = env->sdfgi_energy;
sdfgi->normal_bias = env->sdfgi_normal_bias;
sdfgi->probe_bias = env->sdfgi_probe_bias;
sdfgi->reads_sky = env->sdfgi_read_sky_light;
_render_buffers_uniform_set_changed(p_render_buffers);
return; //done. all levels will need to be rendered which its going to take a bit
}
//check for updates
sdfgi->bounce_feedback = env->sdfgi_bounce_feedback;
sdfgi->energy = env->sdfgi_energy;
sdfgi->normal_bias = env->sdfgi_normal_bias;
sdfgi->probe_bias = env->sdfgi_probe_bias;
sdfgi->reads_sky = env->sdfgi_read_sky_light;
int32_t drag_margin = (sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) / 2;
for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
SDFGI::Cascade &cascade = sdfgi->cascades[i];
cascade.dirty_regions = Vector3i();
Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
probe_half_size = Vector3(0, 0, 0);
Vector3 world_position = p_world_position;
world_position.y *= sdfgi->y_mult;
Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size);
for (int j = 0; j < 3; j++) {
if (pos_in_cascade[j] < cascade.position[j]) {
while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) {
cascade.position[j] -= drag_margin * 2;
cascade.dirty_regions[j] += drag_margin * 2;
}
} else if (pos_in_cascade[j] > cascade.position[j]) {
while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) {
cascade.position[j] += drag_margin * 2;
cascade.dirty_regions[j] -= drag_margin * 2;
}
}
if (cascade.dirty_regions[j] == 0) {
continue; // not dirty
} else if (uint32_t(ABS(cascade.dirty_regions[j])) >= sdfgi->cascade_size) {
//moved too much, just redraw everything (make all dirty)
cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
break;
}
}
if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
//see how much the total dirty volume represents from the total volume
uint32_t total_volume = sdfgi->cascade_size * sdfgi->cascade_size * sdfgi->cascade_size;
uint32_t safe_volume = 1;
for (int j = 0; j < 3; j++) {
safe_volume *= sdfgi->cascade_size - ABS(cascade.dirty_regions[j]);
}
uint32_t dirty_volume = total_volume - safe_volume;
if (dirty_volume > (safe_volume / 2)) {
//more than half the volume is dirty, make all dirty so its only rendered once
cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
}
}
}
}
int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(rb == nullptr, 0);
if (rb->sdfgi == nullptr) {
return 0;
}
int dirty_count = 0;
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
dirty_count++;
} else {
for (int j = 0; j < 3; j++) {
if (c.dirty_regions[j] != 0) {
dirty_count++;
}
}
}
}
return dirty_count;
}
int RendererSceneRenderRD::_sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(rb == nullptr, -1);
ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
int dirty_count = 0;
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
if (dirty_count == p_region) {
r_local_offset = Vector3i();
r_local_size = Vector3i(1, 1, 1) * rb->sdfgi->cascade_size;
r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
return i;
}
dirty_count++;
} else {
for (int j = 0; j < 3; j++) {
if (c.dirty_regions[j] != 0) {
if (dirty_count == p_region) {
Vector3i from = Vector3i(0, 0, 0);
Vector3i to = Vector3i(1, 1, 1) * rb->sdfgi->cascade_size;
if (c.dirty_regions[j] > 0) {
//fill from the beginning
to[j] = c.dirty_regions[j];
} else {
//fill from the end
from[j] = to[j] + c.dirty_regions[j];
}
for (int k = 0; k < j; k++) {
// "chip" away previous regions to avoid re-voxelizing the same thing
if (c.dirty_regions[k] > 0) {
from[k] += c.dirty_regions[k];
} else if (c.dirty_regions[k] < 0) {
to[k] += c.dirty_regions[k];
}
}
r_local_offset = from;
r_local_size = to - from;
r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
return i;
}
dirty_count++;
}
}
}
}
return -1;
}
AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
AABB bounds;
Vector3i from;
Vector3i size;
int c = _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
ERR_FAIL_COND_V(c == -1, AABB());
return bounds;
}
uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
AABB bounds;
Vector3i from;
Vector3i size;
return _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
}
void RendererSceneRenderRD::_sdfgi_update_cascades(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
return;
}
//update cascades
SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[i].position)) * rb->sdfgi->cascades[i].cell_size;
cascade_data[i].offset[0] = pos.x;
cascade_data[i].offset[1] = pos.y;
cascade_data[i].offset[2] = pos.z;
cascade_data[i].to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
cascade_data[i].probe_offset[0] = rb->sdfgi->cascades[i].position.x / probe_divisor;
cascade_data[i].probe_offset[1] = rb->sdfgi->cascades[i].position.y / probe_divisor;
cascade_data[i].probe_offset[2] = rb->sdfgi->cascades[i].position.z / probe_divisor;
cascade_data[i].pad = 0;
}
RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
}
void RendererSceneRenderRD::_sdfgi_update_light(RID p_render_buffers, RID p_environment) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
return;
}
RD::get_singleton()->draw_command_begin_label("SDFGI Update dynamic Light");
/* Update dynamic light */
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
SDGIShader::DirectLightPushConstant push_constant;
push_constant.grid_size[0] = rb->sdfgi->cascade_size;
push_constant.grid_size[1] = rb->sdfgi->cascade_size;
push_constant.grid_size[2] = rb->sdfgi->cascade_size;
push_constant.max_cascades = rb->sdfgi->cascades.size();
push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
push_constant.bounce_feedback = rb->sdfgi->bounce_feedback;
push_constant.y_mult = rb->sdfgi->y_mult;
push_constant.use_occlusion = rb->sdfgi->uses_occlusion;
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
push_constant.light_count = rb->sdfgi->cascade_dynamic_light_count[i];
push_constant.cascade = i;
if (rb->sdfgi->cascades[i].all_dynamic_lights_dirty || sdfgi_frames_to_update_light == RS::ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME) {
push_constant.process_offset = 0;
push_constant.process_increment = 1;
} else {
static uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = {
1, 2, 4, 8, 16
};
uint32_t frames_to_update = frames_to_update_table[sdfgi_frames_to_update_light];
push_constant.process_offset = RSG::rasterizer->get_frame_number() % frames_to_update;
push_constant.process_increment = frames_to_update;
}
rb->sdfgi->cascades[i].all_dynamic_lights_dirty = false;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
}
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
RD::get_singleton()->draw_command_end_label();
}
void RendererSceneRenderRD::_sdfgi_update_probes(RID p_render_buffers, RID p_environment) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
return;
}
RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes");
Environment *env = environment_owner.getornull(p_environment);
SDGIShader::IntegratePushConstant push_constant;
push_constant.grid_size[1] = rb->sdfgi->cascade_size;
push_constant.grid_size[2] = rb->sdfgi->cascade_size;
push_constant.grid_size[0] = rb->sdfgi->cascade_size;
push_constant.max_cascades = rb->sdfgi->cascades.size();
push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
push_constant.history_index = rb->sdfgi->render_pass % rb->sdfgi->history_size;
push_constant.history_size = rb->sdfgi->history_size;
static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
push_constant.ray_count = ray_count[sdfgi_ray_count];
push_constant.ray_bias = rb->sdfgi->probe_bias;
push_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
push_constant.image_size[1] = rb->sdfgi->probe_axis_count;
push_constant.store_ambient_texture = env->volumetric_fog_enabled;
RID sky_uniform_set = sdfgi_shader.integrate_default_sky_uniform_set;
push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
push_constant.y_mult = rb->sdfgi->y_mult;
if (rb->sdfgi->reads_sky && env) {
push_constant.sky_energy = env->bg_energy;
if (env->background == RS::ENV_BG_CLEAR_COLOR) {
push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
Color c = storage->get_default_clear_color().to_linear();
push_constant.sky_color[0] = c.r;
push_constant.sky_color[1] = c.g;
push_constant.sky_color[2] = c.b;
} else if (env->background == RS::ENV_BG_COLOR) {
push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
Color c = env->bg_color;
push_constant.sky_color[0] = c.r;
push_constant.sky_color[1] = c.g;
push_constant.sky_color[2] = c.b;
} else if (env->background == RS::ENV_BG_SKY) {
Sky *sky = sky_owner.getornull(env->sky);
if (sky && sky->radiance.is_valid()) {
if (sky->sdfgi_integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->sdfgi_integrate_sky_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
u.ids.push_back(sky->radiance);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 1;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
sky->sdfgi_integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
}
sky_uniform_set = sky->sdfgi_integrate_sky_uniform_set;
push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_SKY;
}
}
}
rb->sdfgi->render_pass++;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_PROCESS]);
int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
push_constant.cascade = i;
push_constant.world_offset[0] = rb->sdfgi->cascades[i].position.x / probe_divisor;
push_constant.world_offset[1] = rb->sdfgi->cascades[i].position.y / probe_divisor;
push_constant.world_offset[2] = rb->sdfgi->cascades[i].position.z / probe_divisor;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[i].integrate_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1);
}
//end later after raster to avoid barriering on layout changes
//RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
RD::get_singleton()->draw_command_end_label();
}
void RendererSceneRenderRD::_sdfgi_store_probes(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
return;
}
RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE);
RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes");
SDGIShader::IntegratePushConstant push_constant;
push_constant.grid_size[1] = rb->sdfgi->cascade_size;
push_constant.grid_size[2] = rb->sdfgi->cascade_size;
push_constant.grid_size[0] = rb->sdfgi->cascade_size;
push_constant.max_cascades = rb->sdfgi->cascades.size();
push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
push_constant.history_index = rb->sdfgi->render_pass % rb->sdfgi->history_size;
push_constant.history_size = rb->sdfgi->history_size;
static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
push_constant.ray_count = ray_count[sdfgi_ray_count];
push_constant.ray_bias = rb->sdfgi->probe_bias;
push_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
push_constant.image_size[1] = rb->sdfgi->probe_axis_count;
push_constant.store_ambient_texture = false;
push_constant.sky_mode = 0;
push_constant.y_mult = rb->sdfgi->y_mult;
// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
RENDER_TIMESTAMP("Average Probes");
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]);
//convert to octahedral to store
push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
push_constant.cascade = i;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[i].integrate_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
}
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
RD::get_singleton()->draw_command_end_label();
}
void RendererSceneRenderRD::_setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used) {
r_gi_probes_used = 0;
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
RD::get_singleton()->draw_command_begin_label("GIProbes Setup");
RID gi_probe_buffer = render_buffers_get_gi_probe_buffer(p_render_buffers);
GI::GIProbeData gi_probe_data[RenderBuffers::MAX_GIPROBES];
bool giprobes_changed = false;
Transform to_camera;
to_camera.origin = p_transform.origin; //only translation, make local
for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
RID texture;
if (i < (int)p_gi_probes.size()) {
GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probes[i]);
if (gipi) {
texture = gipi->texture;
GI::GIProbeData &gipd = gi_probe_data[i];
RID base_probe = gipi->probe;
Transform to_cell = storage->gi_probe_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
gipd.xform[0] = to_cell.basis.elements[0][0];
gipd.xform[1] = to_cell.basis.elements[1][0];
gipd.xform[2] = to_cell.basis.elements[2][0];
gipd.xform[3] = 0;
gipd.xform[4] = to_cell.basis.elements[0][1];
gipd.xform[5] = to_cell.basis.elements[1][1];
gipd.xform[6] = to_cell.basis.elements[2][1];
gipd.xform[7] = 0;
gipd.xform[8] = to_cell.basis.elements[0][2];
gipd.xform[9] = to_cell.basis.elements[1][2];
gipd.xform[10] = to_cell.basis.elements[2][2];
gipd.xform[11] = 0;
gipd.xform[12] = to_cell.origin.x;
gipd.xform[13] = to_cell.origin.y;
gipd.xform[14] = to_cell.origin.z;
gipd.xform[15] = 1;
Vector3 bounds = storage->gi_probe_get_octree_size(base_probe);
gipd.bounds[0] = bounds.x;
gipd.bounds[1] = bounds.y;
gipd.bounds[2] = bounds.z;
gipd.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe);
gipd.bias = storage->gi_probe_get_bias(base_probe);
gipd.normal_bias = storage->gi_probe_get_normal_bias(base_probe);
gipd.blend_ambient = !storage->gi_probe_is_interior(base_probe);
gipd.anisotropy_strength = 0;
gipd.ao = storage->gi_probe_get_ao(base_probe);
gipd.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
gipd.mipmaps = gipi->mipmaps.size();
}
r_gi_probes_used++;
}
if (texture == RID()) {
texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
if (texture != rb->giprobe_textures[i]) {
giprobes_changed = true;
rb->giprobe_textures[i] = texture;
}
}
if (giprobes_changed) {
if (RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
RD::get_singleton()->free(rb->gi_uniform_set);
}
rb->gi_uniform_set = RID();
if (rb->volumetric_fog) {
if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
}
rb->volumetric_fog->uniform_set = RID();
rb->volumetric_fog->uniform_set2 = RID();
}
}
if (p_gi_probes.size() > 0) {
RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size()), gi_probe_data, RD::BARRIER_MASK_COMPUTE);
}
RD::get_singleton()->draw_command_end_label();
}
void RendererSceneRenderRD::_pre_process_gi(RID p_render_buffers, const Transform &p_transform) {
// Do the required buffer transfers and setup before the depth-pre pass, this way GI can
// run in parallel during depth-pre pass and shadow rendering.
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
/* Update Cascades UBO */
if (rb->sdfgi) {
/* Update general SDFGI Buffer */
_sdfgi_update_cascades(p_render_buffers);
GI::SDFGIData sdfgi_data;
sdfgi_data.grid_size[0] = rb->sdfgi->cascade_size;
sdfgi_data.grid_size[1] = rb->sdfgi->cascade_size;
sdfgi_data.grid_size[2] = rb->sdfgi->cascade_size;
sdfgi_data.max_cascades = rb->sdfgi->cascades.size();
sdfgi_data.probe_axis_size = rb->sdfgi->probe_axis_count;
sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance
sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1;
sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1;
float csize = rb->sdfgi->cascade_size;
sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]);
sdfgi_data.use_occlusion = rb->sdfgi->uses_occlusion;
//sdfgi_data.energy = rb->sdfgi->energy;
sdfgi_data.y_mult = rb->sdfgi->y_mult;
float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]);
float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
sdfgi_data.occlusion_clamp[0] = occlusion_clamp;
sdfgi_data.occlusion_clamp[1] = occlusion_clamp;
sdfgi_data.occlusion_clamp[2] = occlusion_clamp;
sdfgi_data.normal_bias = (rb->sdfgi->normal_bias / csize) * sdfgi_data.cascade_probe_size[0];
//vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
//vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
uint32_t oct_size = SDFGI::LIGHTPROBE_OCT_SIZE;
sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size);
sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size);
sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0;
sdfgi_data.energy = rb->sdfgi->energy;
sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0];
sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1];
sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0];
sdfgi_data.occlusion_renormalize[0] = 0.5;
sdfgi_data.occlusion_renormalize[1] = 1.0;
sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades);
int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) {
GI::SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i];
Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[i].position)) * rb->sdfgi->cascades[i].cell_size;
Vector3 cam_origin = p_transform.origin;
cam_origin.y *= rb->sdfgi->y_mult;
pos -= cam_origin; //make pos local to camera, to reduce numerical error
c.position[0] = pos.x;
c.position[1] = pos.y;
c.position[2] = pos.z;
c.to_probe = 1.0 / (float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[i].cell_size / float(rb->sdfgi->probe_axis_count - 1));
Vector3i probe_ofs = rb->sdfgi->cascades[i].position / probe_divisor;
c.probe_world_offset[0] = probe_ofs.x;
c.probe_world_offset[1] = probe_ofs.y;
c.probe_world_offset[2] = probe_ofs.z;
c.to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
}
RD::get_singleton()->buffer_update(gi.sdfgi_ubo, 0, sizeof(GI::SDFGIData), &sdfgi_data, RD::BARRIER_MASK_COMPUTE);
/* Update dynamic lights in SDFGI cascades */
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
uint32_t idx = 0;
for (uint32_t j = 0; j < (uint32_t)render_state.sdfgi_update_data->directional_lights->size(); j++) {
if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
break;
}
LightInstance *li = light_instance_owner.getornull(render_state.sdfgi_update_data->directional_lights->get(j));
ERR_CONTINUE(!li);
if (storage->light_directional_is_sky_only(li->light)) {
continue;
}
Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
dir.y *= rb->sdfgi->y_mult;
dir.normalize();
lights[idx].direction[0] = dir.x;
lights[idx].direction[1] = dir.y;
lights[idx].direction[2] = dir.z;
Color color = storage->light_get_color(li->light);
color = color.to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = RS::LIGHT_DIRECTIONAL;
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
idx++;
}
AABB cascade_aabb;
cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
for (uint32_t j = 0; j < render_state.sdfgi_update_data->positional_light_count; j++) {
if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
break;
}
LightInstance *li = light_instance_owner.getornull(render_state.sdfgi_update_data->positional_light_instances[j]);
ERR_CONTINUE(!li);
uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
if (i > max_sdfgi_cascade) {
continue;
}
if (!cascade_aabb.intersects(li->aabb)) {
continue;
}
Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
//faster to not do this here
//dir.y *= rb->sdfgi->y_mult;
//dir.normalize();
lights[idx].direction[0] = dir.x;
lights[idx].direction[1] = dir.y;
lights[idx].direction[2] = dir.z;
Vector3 pos = li->transform.origin;
pos.y *= rb->sdfgi->y_mult;
lights[idx].position[0] = pos.x;
lights[idx].position[1] = pos.y;
lights[idx].position[2] = pos.z;
Color color = storage->light_get_color(li->light);
color = color.to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = storage->light_get_type(li->light);
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
if (idx > 0) {
RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, RD::BARRIER_MASK_COMPUTE);
}
rb->sdfgi->cascade_dynamic_light_count[i] = idx;
}
}
}
void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes) {
RD::get_singleton()->draw_command_begin_label("GI Render");
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
Environment *env = environment_owner.getornull(p_environment);
if (rb->ambient_buffer.is_null() || rb->using_half_size_gi != gi.half_resolution) {
if (rb->ambient_buffer.is_valid()) {
RD::get_singleton()->free(rb->ambient_buffer);
RD::get_singleton()->free(rb->reflection_buffer);
}
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = rb->width;
tf.height = rb->height;
if (gi.half_resolution) {
tf.width >>= 1;
tf.height >>= 1;
}
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->using_half_size_gi = gi.half_resolution;
_render_buffers_uniform_set_changed(p_render_buffers);
}
GI::PushConstant push_constant;
push_constant.screen_size[0] = rb->width;
push_constant.screen_size[1] = rb->height;
push_constant.z_near = p_projection.get_z_near();
push_constant.z_far = p_projection.get_z_far();
push_constant.orthogonal = p_projection.is_orthogonal();
push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]);
push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
push_constant.max_giprobes = MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size());
push_constant.high_quality_vct = gi_probe_quality == RS::GI_PROBE_QUALITY_HIGH;
bool use_sdfgi = rb->sdfgi != nullptr;
bool use_giprobes = push_constant.max_giprobes > 0;
if (env) {
push_constant.ao_color[0] = env->ao_color.r;
push_constant.ao_color[1] = env->ao_color.g;
push_constant.ao_color[2] = env->ao_color.b;
} else {
push_constant.ao_color[0] = 0;
push_constant.ao_color[1] = 0;
push_constant.ao_color[2] = 0;
}
push_constant.cam_rotation[0] = p_transform.basis[0][0];
push_constant.cam_rotation[1] = p_transform.basis[1][0];
push_constant.cam_rotation[2] = p_transform.basis[2][0];
push_constant.cam_rotation[3] = 0;
push_constant.cam_rotation[4] = p_transform.basis[0][1];
push_constant.cam_rotation[5] = p_transform.basis[1][1];
push_constant.cam_rotation[6] = p_transform.basis[2][1];
push_constant.cam_rotation[7] = 0;
push_constant.cam_rotation[8] = p_transform.basis[0][2];
push_constant.cam_rotation[9] = p_transform.basis[1][2];
push_constant.cam_rotation[10] = p_transform.basis[2][2];
push_constant.cam_rotation[11] = 0;
if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[j].light_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 5;
if (rb->sdfgi) {
u.ids.push_back(rb->sdfgi->occlusion_texture);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 6;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 7;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
u.ids.push_back(rb->ambient_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 10;
u.ids.push_back(rb->reflection_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 11;
if (rb->sdfgi) {
u.ids.push_back(rb->sdfgi->lightprobe_texture);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 12;
u.ids.push_back(rb->depth_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 13;
u.ids.push_back(p_normal_roughness_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 14;
RID buffer = p_gi_probe_buffer.is_valid() ? p_gi_probe_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 15;
u.ids.push_back(gi.sdfgi_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 16;
u.ids.push_back(rb->giprobe_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 17;
for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
u.ids.push_back(rb->giprobe_textures[i]);
}
uniforms.push_back(u);
}
rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi.shader.version_get_shader(gi.shader_version, 0), 0);
}
GI::Mode mode;
if (rb->using_half_size_gi) {
mode = (use_sdfgi && use_giprobes) ? GI::MODE_HALF_RES_COMBINED : (use_sdfgi ? GI::MODE_HALF_RES_SDFGI : GI::MODE_HALF_RES_GIPROBE);
} else {
mode = (use_sdfgi && use_giprobes) ? GI::MODE_COMBINED : (use_sdfgi ? GI::MODE_SDFGI : GI::MODE_GIPROBE);
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi.pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GI::PushConstant));
if (rb->using_half_size_gi) {
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1);
} else {
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1);
}
//do barrier later to allow oeverlap
//RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time
RD::get_singleton()->draw_command_end_label();
}
RID RendererSceneRenderRD::sky_allocate() {
return sky_owner.allocate_rid();
}
void RendererSceneRenderRD::sky_initialize(RID p_rid) {
sky_owner.initialize_rid(p_rid, Sky());
}
void RendererSceneRenderRD::_sky_invalidate(Sky *p_sky) {
if (!p_sky->dirty) {
p_sky->dirty = true;
p_sky->dirty_list = dirty_sky_list;
dirty_sky_list = p_sky;
}
}
void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND(!sky);
ERR_FAIL_COND(p_radiance_size < 32 || p_radiance_size > 2048);
if (sky->radiance_size == p_radiance_size) {
return;
}
sky->radiance_size = p_radiance_size;
if (sky->mode == RS::SKY_MODE_REALTIME && sky->radiance_size != 256) {
WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
sky->radiance_size = 256;
}
_sky_invalidate(sky);
if (sky->radiance.is_valid()) {
RD::get_singleton()->free(sky->radiance);
sky->radiance = RID();
}
_clear_reflection_data(sky->reflection);
}
void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND(!sky);
if (sky->mode == p_mode) {
return;
}
sky->mode = p_mode;
if (sky->mode == RS::SKY_MODE_REALTIME && sky->radiance_size != 256) {
WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
sky_set_radiance_size(p_sky, 256);
}
_sky_invalidate(sky);
if (sky->radiance.is_valid()) {
RD::get_singleton()->free(sky->radiance);
sky->radiance = RID();
}
_clear_reflection_data(sky->reflection);
}
void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND(!sky);
sky->material = p_material;
_sky_invalidate(sky);
}
Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND_V(!sky, Ref<Image>());
_update_dirty_skys();
if (sky->radiance.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
tf.width = p_size.width;
tf.height = p_size.height;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
storage->get_effects()->copy_cubemap_to_panorama(sky->radiance, rad_tex, p_size, p_bake_irradiance ? roughness_layers : 0, sky->reflection.layers.size() > 1);
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
RD::get_singleton()->free(rad_tex);
Ref<Image> img;
img.instance();
img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
for (int i = 0; i < p_size.width; i++) {
for (int j = 0; j < p_size.height; j++) {
Color c = img->get_pixel(i, j);
c.r *= p_energy;
c.g *= p_energy;
c.b *= p_energy;
img->set_pixel(i, j, c);
}
}
return img;
}
return Ref<Image>();
}
void RendererSceneRenderRD::_update_dirty_skys() {
Sky *sky = dirty_sky_list;
while (sky) {
bool texture_set_dirty = false;
//update sky configuration if texture is missing
if (sky->radiance.is_null()) {
int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
uint32_t w = sky->radiance_size, h = sky->radiance_size;
int layers = roughness_layers;
if (sky->mode == RS::SKY_MODE_REALTIME) {
layers = 8;
if (roughness_layers != 8) {
WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
}
}
if (sky_use_cubemap_array) {
//array (higher quality, 6 times more memory)
RD::TextureFormat tf;
tf.array_layers = layers * 6;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
tf.mipmaps = mipmaps;
tf.width = w;
tf.height = h;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
_update_reflection_data(sky->reflection, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME);
} else {
//regular cubemap, lower quality (aliasing, less memory)
RD::TextureFormat tf;
tf.array_layers = 6;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
tf.mipmaps = MIN(mipmaps, layers);
tf.width = w;
tf.height = h;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
_update_reflection_data(sky->reflection, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME);
}
texture_set_dirty = true;
}
// Create subpass buffers if they haven't been created already
if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tformat.width = sky->screen_size.x / 2;
tformat.height = sky->screen_size.y / 2;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_2D;
sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
Vector<RID> texs;
texs.push_back(sky->half_res_pass);
sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
texture_set_dirty = true;
}
if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tformat.width = sky->screen_size.x / 4;
tformat.height = sky->screen_size.y / 4;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_2D;
sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
Vector<RID> texs;
texs.push_back(sky->quarter_res_pass);
sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
texture_set_dirty = true;
}
if (texture_set_dirty) {
for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
RD::get_singleton()->free(sky->texture_uniform_sets[i]);
sky->texture_uniform_sets[i] = RID();
}
}
}
sky->reflection.dirty = true;
sky->processing_layer = 0;
Sky *next = sky->dirty_list;
sky->dirty_list = nullptr;
sky->dirty = false;
sky = next;
}
dirty_sky_list = nullptr;
}
RID RendererSceneRenderRD::sky_get_radiance_texture_rd(RID p_sky) const {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND_V(!sky, RID());
return sky->radiance;
}
RID RendererSceneRenderRD::sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND_V(!sky, RID());
if (sky->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->uniform_set)) {
sky->uniform_set = RID();
if (sky->radiance.is_valid()) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
u.ids.push_back(sky->radiance);
uniforms.push_back(u);
}
sky->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
}
}
return sky->uniform_set;
}
RID RendererSceneRenderRD::_get_sky_textures(Sky *p_sky, SkyTextureSetVersion p_version) {
if (p_sky->texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(p_sky->texture_uniform_sets[p_version])) {
return p_sky->texture_uniform_sets[p_version];
}
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
if (p_sky->radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
u.ids.push_back(p_sky->radiance);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1; // half res
if (p_sky->half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
u.ids.push_back(p_sky->reflection.layers[0].views[1]);
} else {
u.ids.push_back(p_sky->half_res_pass);
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2; // quarter res
if (p_sky->quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
u.ids.push_back(p_sky->reflection.layers[0].views[2]);
} else {
u.ids.push_back(p_sky->quarter_res_pass);
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
}
p_sky->texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
return p_sky->texture_uniform_sets[p_version];
}
RID RendererSceneRenderRD::sky_get_material(RID p_sky) const {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND_V(!sky, RID());
return sky->material;
}
void RendererSceneRenderRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
ERR_FAIL_COND(!is_environment(p_environment));
SkyMaterialData *material = nullptr;
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
RID sky_material;
RS::EnvironmentBG background = environment_get_background(p_environment);
if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
ERR_FAIL_COND(!sky);
sky_material = sky_get_material(environment_get_sky(p_environment));
if (sky_material.is_valid()) {
material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
if (!material || !material->shader_data->valid) {
material = nullptr;
}
}
if (!material) {
sky_material = sky_shader.default_material;
material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
}
ERR_FAIL_COND(!material);
SkyShaderData *shader_data = material->shader_data;
ERR_FAIL_COND(!shader_data);
Basis sky_transform = environment_get_sky_orientation(p_environment);
sky_transform.invert();
float multiplier = environment_get_bg_energy(p_environment);
float custom_fov = environment_get_sky_custom_fov(p_environment);
// Camera
CameraMatrix camera;
if (custom_fov) {
float near_plane = p_projection.get_z_near();
float far_plane = p_projection.get_z_far();
float aspect = p_projection.get_aspect();
camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
} else {
camera = p_projection;
}
sky_transform = p_transform.basis * sky_transform;
if (shader_data->uses_quarter_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES];
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_QUARTER_RES);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
if (shader_data->uses_half_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES];
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_HALF_RES);
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
RID texture_uniform_set;
if (sky) {
texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
} else {
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
void RendererSceneRenderRD::_setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size) {
ERR_FAIL_COND(!is_environment(p_environment));
SkyMaterialData *material = nullptr;
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
RID sky_material;
SkyShaderData *shader_data = nullptr;
RS::EnvironmentBG background = environment_get_background(p_environment);
if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
ERR_FAIL_COND(!sky);
sky_material = sky_get_material(environment_get_sky(p_environment));
if (sky_material.is_valid()) {
material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
if (!material || !material->shader_data->valid) {
material = nullptr;
}
}
if (!material) {
sky_material = sky_shader.default_material;
material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
}
ERR_FAIL_COND(!material);
shader_data = material->shader_data;
ERR_FAIL_COND(!shader_data);
}
if (sky) {
// Invalidate supbass buffers if screen size changes
if (sky->screen_size != p_screen_size) {
sky->screen_size = p_screen_size;
sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
if (shader_data->uses_half_res) {
if (sky->half_res_pass.is_valid()) {
RD::get_singleton()->free(sky->half_res_pass);
sky->half_res_pass = RID();
}
_sky_invalidate(sky);
}
if (shader_data->uses_quarter_res) {
if (sky->quarter_res_pass.is_valid()) {
RD::get_singleton()->free(sky->quarter_res_pass);
sky->quarter_res_pass = RID();
}
_sky_invalidate(sky);
}
}
// Create new subpass buffers if necessary
if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
(shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
sky->radiance.is_null()) {
_sky_invalidate(sky);
_update_dirty_skys();
}
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
sky->prev_time = time;
sky->reflection.dirty = true;
RenderingServerDefault::redraw_request();
}
if (material != sky->prev_material) {
sky->prev_material = material;
sky->reflection.dirty = true;
}
if (material->uniform_set_updated) {
material->uniform_set_updated = false;
sky->reflection.dirty = true;
}
if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
sky->prev_position = p_transform.origin;
sky->reflection.dirty = true;
}
if (shader_data->uses_light) {
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;
if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
sky_scene_state.directional_lights[i].enabled = false;
}
}
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
light_data_dirty = true;
break;
}
}
}
if (light_data_dirty) {
RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
RendererSceneRenderRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
sky_scene_state.directional_lights = temp;
sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
sky->reflection.dirty = true;
}
}
}
//setup fog variables
sky_scene_state.ubo.volumetric_fog_enabled = false;
if (p_render_buffers.is_valid()) {
if (render_buffers_has_volumetric_fog(p_render_buffers)) {
sky_scene_state.ubo.volumetric_fog_enabled = true;
float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
if (fog_end > 0.0) {
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
} else {
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
if (fog_detail_spread > 0.0) {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
}
RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
if (fog_uniform_set != RID()) {
sky_scene_state.fog_uniform_set = fog_uniform_set;
} else {
sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
}
}
sky_scene_state.ubo.z_far = p_projection.get_z_far();
sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
sky_scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment);
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
sky_scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
void RendererSceneRenderRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
ERR_FAIL_COND(!is_environment(p_environment));
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
ERR_FAIL_COND(!sky);
RID sky_material = sky_get_material(environment_get_sky(p_environment));
SkyMaterialData *material = nullptr;
if (sky_material.is_valid()) {
material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
if (!material || !material->shader_data->valid) {
material = nullptr;
}
}
if (!material) {
sky_material = sky_shader.default_material;
material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
}
ERR_FAIL_COND(!material);
SkyShaderData *shader_data = material->shader_data;
ERR_FAIL_COND(!shader_data);
float multiplier = environment_get_bg_energy(p_environment);
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
RS::SkyMode sky_mode = sky->mode;
if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
if (shader_data->uses_time || shader_data->uses_position) {
update_single_frame = true;
sky_mode = RS::SKY_MODE_REALTIME;
} else if (shader_data->uses_light || shader_data->ubo_size > 0) {
update_single_frame = false;
sky_mode = RS::SKY_MODE_INCREMENTAL;
} else {
update_single_frame = true;
sky_mode = RS::SKY_MODE_QUALITY;
}
}
if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
// On the first frame after creating sky, rebuild in single frame
update_single_frame = true;
sky_mode = RS::SKY_MODE_QUALITY;
}
int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
// Update radiance cubemap
if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
static const Vector3 view_normals[6] = {
Vector3(+1, 0, 0),
Vector3(-1, 0, 0),
Vector3(0, +1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, +1),
Vector3(0, 0, -1)
};
static const Vector3 view_up[6] = {
Vector3(0, -1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, +1),
Vector3(0, 0, -1),
Vector3(0, -1, 0),
Vector3(0, -1, 0)
};
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, 10.0);
CameraMatrix correction;
correction.set_depth_correction(true);
cm = correction * cm;
if (shader_data->uses_quarter_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
Transform local_view;
local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
if (shader_data->uses_half_res) {
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
Transform local_view;
local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_HALF_RES);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
RD::DrawListID cubemap_draw_list;
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
for (int i = 0; i < 6; i++) {
Transform local_view;
local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
if (sky_mode == RS::SKY_MODE_REALTIME) {
_create_reflection_fast_filter(sky->reflection, sky_use_cubemap_array);
if (sky_use_cubemap_array) {
_update_reflection_mipmaps(sky->reflection, 0, sky->reflection.layers.size());
}
} else {
if (update_single_frame) {
for (int i = 1; i < max_processing_layer; i++) {
_create_reflection_importance_sample(sky->reflection, sky_use_cubemap_array, 10, i);
}
if (sky_use_cubemap_array) {
_update_reflection_mipmaps(sky->reflection, 0, sky->reflection.layers.size());
}
} else {
if (sky_use_cubemap_array) {
// Multi-Frame so just update the first array level
_update_reflection_mipmaps(sky->reflection, 0, 1);
}
}
sky->processing_layer = 1;
}
sky->reflection.dirty = false;
} else {
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
_create_reflection_importance_sample(sky->reflection, sky_use_cubemap_array, 10, sky->processing_layer);
if (sky_use_cubemap_array) {
_update_reflection_mipmaps(sky->reflection, sky->processing_layer, sky->processing_layer + 1);
}
sky->processing_layer++;
}
}
}
/* SKY SHADER */
void RendererSceneRenderRD::SkyShaderData::set_code(const String &p_code) {
//compile
code = p_code;
valid = false;
ubo_size = 0;
uniforms.clear();
if (code == String()) {
return; //just invalid, but no error
}
ShaderCompilerRD::GeneratedCode gen_code;
ShaderCompilerRD::IdentifierActions actions;
uses_time = false;
uses_half_res = false;
uses_quarter_res = false;
uses_position = false;
uses_light = false;
actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["POSITION"] = &uses_position;
actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
actions.uniforms = &uniforms;
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
Error err = scene_singleton->sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
ERR_FAIL_COND(err != OK);
if (version.is_null()) {
version = scene_singleton->sky_shader.shader.version_create();
}
#if 0
print_line("**compiling shader:");
print_line("**defines:\n");
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
// print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
// print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
#endif
scene_singleton->sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
ERR_FAIL_COND(!scene_singleton->sky_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
ubo_offsets = gen_code.uniform_offsets;
texture_uniforms = gen_code.texture_uniforms;
//update pipelines
for (int i = 0; i < SKY_VERSION_MAX; i++) {
RD::PipelineDepthStencilState depth_stencil_state;
depth_stencil_state.enable_depth_test = true;
depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
RID shader_variant = scene_singleton->sky_shader.shader.version_get_shader(version, i);
pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
}
valid = true;
}
void RendererSceneRenderRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
} else {
default_texture_params[p_name] = p_texture;
}
}
void RendererSceneRenderRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
Map<int, StringName> order;
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
if (E->get().texture_order >= 0) {
order[E->get().texture_order + 100000] = E->key();
} else {
order[E->get().order] = E->key();
}
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
pi.name = E->get();
p_param_list->push_back(pi);
}
}
void RendererSceneRenderRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E->get());
p.info.name = E->key(); //supply name
p.index = E->get().instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
p_param_list->push_back(p);
}
}
bool RendererSceneRenderRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool RendererSceneRenderRD::SkyShaderData::is_animated() const {
return false;
}
bool RendererSceneRenderRD::SkyShaderData::casts_shadows() const {
return false;
}
Variant RendererSceneRenderRD::SkyShaderData::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;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode RendererSceneRenderRD::SkyShaderData::get_native_source_code() const {
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
return scene_singleton->sky_shader.shader.version_get_native_source_code(version);
}
RendererSceneRenderRD::SkyShaderData::SkyShaderData() {
valid = false;
}
RendererSceneRenderRD::SkyShaderData::~SkyShaderData() {
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
ERR_FAIL_COND(!scene_singleton);
//pipeline variants will clear themselves if shader is gone
if (version.is_valid()) {
scene_singleton->sky_shader.shader.version_free(version);
}
}
RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
void RendererSceneRenderRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
uniform_set_updated = true;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(shader_data->ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
}
if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
}
RendererSceneRenderRD::SkyMaterialData::~SkyMaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}
RID RendererSceneRenderRD::environment_allocate() {
return environment_owner.allocate_rid();
}
void RendererSceneRenderRD::environment_initialize(RID p_rid) {
environment_owner.initialize_rid(p_rid, Environment());
}
void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->background = p_bg;
}
void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->sky = p_sky;
}
void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->sky_custom_fov = p_scale;
}
void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->sky_orientation = p_orientation;
}
void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_color = p_color;
}
void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_energy = p_energy;
}
void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->canvas_max_layer = p_max_layer;
}
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, const Color &p_ao_color) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ambient_light = p_color;
env->ambient_source = p_ambient;
env->ambient_light_energy = p_energy;
env->ambient_sky_contribution = p_sky_contribution;
env->reflection_source = p_reflection_source;
env->ao_color = p_ao_color;
}
RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
return env->background;
}
RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, RID());
return env->sky;
}
float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->sky_custom_fov;
}
Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Basis());
return env->sky_orientation;
}
Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->bg_color;
}
float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->bg_energy;
}
int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->canvas_max_layer;
}
Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->ambient_light;
}
RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
return env->ambient_source;
}
float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->ambient_light_energy;
}
float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->ambient_sky_contribution;
}
RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
return env->reflection_source;
}
Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->ao_color;
}
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) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->exposure = p_exposure;
env->tone_mapper = p_tone_mapper;
if (!env->auto_exposure && p_auto_exposure) {
env->auto_exposure_version = ++auto_exposure_counter;
}
env->auto_exposure = p_auto_exposure;
env->white = p_white;
env->min_luminance = p_min_luminance;
env->max_luminance = p_max_luminance;
env->auto_exp_speed = p_auto_exp_speed;
env->auto_exp_scale = p_auto_exp_scale;
}
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) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
env->glow_enabled = p_enable;
env->glow_levels = p_levels;
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;
}
void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
glow_bicubic_upscale = p_enable;
}
void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
glow_high_quality = p_enable;
}
void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades 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) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
if (low_end) {
return;
}
env->sdfgi_enabled = p_enable;
env->sdfgi_cascades = p_cascades;
env->sdfgi_min_cell_size = p_min_cell_size;
env->sdfgi_use_occlusion = p_use_occlusion;
env->sdfgi_bounce_feedback = p_bounce_feedback;
env->sdfgi_read_sky_light = p_read_sky;
env->sdfgi_energy = p_energy;
env->sdfgi_normal_bias = p_normal_bias;
env->sdfgi_probe_bias = p_probe_bias;
env->sdfgi_y_scale = p_y_scale;
}
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) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->fog_enabled = p_enable;
env->fog_light_color = p_light_color;
env->fog_light_energy = p_light_energy;
env->fog_sun_scatter = p_sun_scatter;
env->fog_density = p_density;
env->fog_height = p_height;
env->fog_height_density = p_height_density;
env->fog_aerial_perspective = p_fog_aerial_perspective;
}
bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->fog_enabled;
}
Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->fog_light_color;
}
float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_light_energy;
}
float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_sun_scatter;
}
float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_density;
}
float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_height;
}
float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_height_density;
}
float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_aerial_perspective;
}
void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
if (low_end) {
return;
}
env->volumetric_fog_enabled = p_enable;
env->volumetric_fog_density = p_density;
env->volumetric_fog_light = p_light;
env->volumetric_fog_light_energy = p_light_energy;
env->volumetric_fog_length = p_length;
env->volumetric_fog_detail_spread = p_detail_spread;
env->volumetric_fog_gi_inject = p_gi_inject;
env->volumetric_fog_temporal_reprojection = p_temporal_reprojection;
env->volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
}
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
volumetric_fog_size = p_size;
volumetric_fog_depth = p_depth;
}
void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
volumetric_fog_filter_active = p_enable;
}
void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
sdfgi_ray_count = p_ray_count;
}
void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
sdfgi_frames_to_converge = p_frames;
}
void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
sdfgi_frames_to_update_light = p_update;
}
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) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
if (low_end) {
return;
}
env->ssr_enabled = p_enable;
env->ssr_max_steps = p_max_steps;
env->ssr_fade_in = p_fade_int;
env->ssr_fade_out = p_fade_out;
env->ssr_depth_tolerance = p_depth_tolerance;
}
void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
ssr_roughness_quality = p_quality;
}
RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
return ssr_roughness_quality;
}
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) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
if (low_end) {
return;
}
env->ssao_enabled = p_enable;
env->ssao_radius = p_radius;
env->ssao_intensity = p_intensity;
env->ssao_power = p_power;
env->ssao_detail = p_detail;
env->ssao_horizon = p_horizon;
env->ssao_sharpness = p_sharpness;
env->ssao_direct_light_affect = p_light_affect;
env->ssao_ao_channel_affect = p_ao_channel_affect;
}
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) {
ssao_quality = p_quality;
ssao_half_size = p_half_size;
ssao_adaptive_target = p_adaptive_target;
ssao_blur_passes = p_blur_passes;
ssao_fadeout_from = p_fadeout_from;
ssao_fadeout_to = p_fadeout_to;
}
bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->ssao_enabled;
}
float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0.0);
return env->ssao_ao_channel_affect;
}
float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0.0);
return env->ssao_direct_light_affect;
}
bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->ssr_enabled;
}
bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->sdfgi_enabled;
}
bool RendererSceneRenderRD::is_environment(RID p_env) const {
return environment_owner.owns(p_env);
}
Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Ref<Image>());
if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
return Ref<Image>(); //nothing to bake
}
if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
Color color;
if (env->background == RS::ENV_BG_CLEAR_COLOR) {
color = storage->get_default_clear_color();
} else {
color = env->bg_color;
}
color.r *= env->bg_energy;
color.g *= env->bg_energy;
color.b *= env->bg_energy;
Ref<Image> ret;
ret.instance();
ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
for (int i = 0; i < p_size.width; i++) {
for (int j = 0; j < p_size.height; j++) {
ret->set_pixel(i, j, color);
}
}
return ret;
}
if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
}
return Ref<Image>();
}
////////////////////////////////////////////////////////////
RID RendererSceneRenderRD::reflection_atlas_create() {
ReflectionAtlas ra;
ra.count = GLOBAL_GET("rendering/quality/reflection_atlas/reflection_count");
ra.size = GLOBAL_GET("rendering/quality/reflection_atlas/reflection_size");
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());
return reflection_atlas_owner.make_rid(ra);
}
void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
ERR_FAIL_COND(!ra);
if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
return; //no changes
}
ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
ra->size = p_reflection_size;
ra->count = p_reflection_count;
if (ra->reflection.is_valid()) {
//clear and invalidate everything
RD::get_singleton()->free(ra->reflection);
ra->reflection = RID();
RD::get_singleton()->free(ra->depth_buffer);
ra->depth_buffer = RID();
for (int i = 0; i < ra->reflections.size(); i++) {
_clear_reflection_data(ra->reflections.write[i].data);
if (ra->reflections[i].owner.is_null()) {
continue;
}
reflection_probe_release_atlas_index(ra->reflections[i].owner);
//rp->atlasindex clear
}
ra->reflections.clear();
}
}
int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
ERR_FAIL_COND_V(!ra, 0);
return ra->size;
}
////////////////////////
RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
ReflectionProbeInstance rpi;
rpi.probe = p_probe;
return reflection_probe_instance_owner.make_rid(rpi);
}
void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND(!rpi);
rpi->transform = p_transform;
rpi->dirty = true;
}
void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND(!rpi);
if (rpi->atlas.is_null()) {
return; //nothing to release
}
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
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();
}
bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
if (rpi->rendering) {
return false;
}
if (rpi->dirty) {
return true;
}
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
return true;
}
return rpi->atlas_index == -1;
}
bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
return rpi->atlas.is_valid();
}
bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
ERR_FAIL_COND_V(!atlas, false);
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
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);
}
if (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) {
// 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();
}
if (atlas->reflection.is_null()) {
int mipmaps = MIN(roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
{
//reflection atlas was unused, create:
RD::TextureFormat tf;
tf.array_layers = 6 * atlas->count;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
tf.mipmaps = mipmaps;
tf.width = atlas->size;
tf.height = atlas->size;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
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());
}
atlas->reflections.resize(atlas->count);
for (int i = 0; i < atlas->count; i++) {
_update_reflection_data(atlas->reflections.write[i].data, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS);
for (int j = 0; j < 6; j++) {
Vector<RID> fb;
fb.push_back(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j]);
fb.push_back(atlas->depth_buffer);
atlas->reflections.write[i].fbs[j] = RD::get_singleton()->framebuffer_create(fb);
}
}
Vector<RID> fb;
fb.push_back(atlas->depth_buffer);
atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
}
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++) {
ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner);
if (rpi2->last_pass < pass_min) {
pass_min = rpi2->last_pass;
rpi->atlas_index = i;
}
}
}
}
rpi->atlas = p_reflection_atlas;
rpi->rendering = true;
rpi->dirty = false;
rpi->processing_layer = 1;
rpi->processing_side = 0;
return true;
}
bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
ERR_FAIL_COND_V(!rpi->rendering, false);
ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
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;
}
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
// Using real time reflections, all roughness is done in one step
_create_reflection_fast_filter(atlas->reflections.write[rpi->atlas_index].data, false);
rpi->rendering = false;
rpi->processing_side = 0;
rpi->processing_layer = 1;
return true;
}
if (rpi->processing_layer > 1) {
_create_reflection_importance_sample(atlas->reflections.write[rpi->atlas_index].data, false, 10, rpi->processing_layer);
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 {
_create_reflection_importance_sample(atlas->reflections.write[rpi->atlas_index].data, false, rpi->processing_side, rpi->processing_layer);
}
rpi->processing_side++;
if (rpi->processing_side == 6) {
rpi->processing_side = 0;
rpi->processing_layer++;
}
return false;
}
uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, 0);
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
ERR_FAIL_COND_V(!atlas, 0);
return atlas->size;
}
RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, RID());
ERR_FAIL_INDEX_V(p_index, 6, RID());
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
ERR_FAIL_COND_V(!atlas, RID());
return atlas->reflections[rpi->atlas_index].fbs[p_index];
}
RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, RID());
ERR_FAIL_INDEX_V(p_index, 6, RID());
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
ERR_FAIL_COND_V(!atlas, RID());
return atlas->depth_fb;
}
///////////////////////////////////////////////////////////
RID RendererSceneRenderRD::shadow_atlas_create() {
return shadow_atlas_owner.make_rid(ShadowAtlas());
}
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) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_COND(p_size < 0);
p_size = next_power_of_2(p_size);
if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
return;
}
// 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
shadow_atlas->quadrants[i].shadows.resize(0);
shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
}
//erase shadow atlas reference from lights
for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
LightInstance *li = light_instance_owner.getornull(E->key());
ERR_CONTINUE(!li);
li->shadow_atlases.erase(p_atlas);
}
//clear owners
shadow_atlas->shadow_owners.clear();
shadow_atlas->size = p_size;
shadow_atlas->use_16_bits = p_size;
}
void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
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
if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
return;
}
//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);
LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
ERR_CONTINUE(!li);
li->shadow_atlases.erase(p_atlas);
}
}
shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
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);
}
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) {
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();
ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
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;
}
LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
ERR_CONTINUE(!sli);
if (sli->last_scene_pass != scene_pass) {
//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;
}
if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
found_used_idx = j;
min_pass = sli->last_scene_pass;
}
}
}
if (found_free_idx == -1 && found_used_idx == -1) {
continue; //nothing found
}
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;
}
bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
ERR_FAIL_COND_V(!shadow_atlas, false);
LightInstance *li = light_instance_owner.getornull(p_light_intance);
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;
if (sd == 0) {
continue; //unused
}
int max_fit = quad_size / sd;
if (best_size != -1 && max_fit > best_size) {
break; //too large
}
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();
//see if it already exists
if (shadow_atlas->shadow_owners.has(p_light_intance)) {
//it does!
uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
if (!should_realloc) {
shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
//already existing, see if it should redraw or it's just OK
return should_redraw;
}
int new_quadrant, new_shadow;
//find a better place
if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
//found a better place!
ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
if (sh->owner.is_valid()) {
//is taken, but is invalid, erasing it
shadow_atlas->shadow_owners.erase(sh->owner);
LightInstance *sli = light_instance_owner.getornull(sh->owner);
sli->shadow_atlases.erase(p_atlas);
}
//erase previous
shadow_atlas->quadrants[q].shadows.write[s].version = 0;
shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
sh->owner = p_light_intance;
sh->alloc_tick = tick;
sh->version = p_light_version;
li->shadow_atlases.insert(p_atlas);
//make new key
key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
key |= new_shadow;
//update it in map
shadow_atlas->shadow_owners[p_light_intance] = key;
//make it dirty, as it should redraw anyway
return true;
}
//no better place for this shadow found, keep current
//already existing, see if it should redraw or it's just OK
shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
return should_redraw;
}
int new_quadrant, new_shadow;
//find a better place
if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
//found a better place!
ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
if (sh->owner.is_valid()) {
//is taken, but is invalid, erasing it
shadow_atlas->shadow_owners.erase(sh->owner);
LightInstance *sli = light_instance_owner.getornull(sh->owner);
sli->shadow_atlases.erase(p_atlas);
}
sh->owner = p_light_intance;
sh->alloc_tick = tick;
sh->version = p_light_version;
li->shadow_atlases.insert(p_atlas);
//make new key
uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
key |= new_shadow;
//update it in map
shadow_atlas->shadow_owners[p_light_intance] = key;
//make it dirty, as it should redraw anyway
return true;
}
//no place to allocate this light, apologies
return false;
}
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) {
p_size = nearest_power_of_2_templated(p_size);
if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
return;
}
directional_shadow.size = p_size;
if (directional_shadow.depth.is_valid()) {
RD::get_singleton()->free(directional_shadow.depth);
directional_shadow.depth = RID();
_base_uniforms_changed();
}
}
void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
directional_shadow.light_count = p_count;
directional_shadow.current_light = 0;
}
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;
}
int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
ERR_FAIL_COND_V(!light_instance, 0);
switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
break; //none
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;
}
return MAX(r.size.width, r.size.height);
}
//////////////////////////////////////////////////
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());
}
void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
dof_blur_quality = p_quality;
dof_blur_use_jitter = p_use_jitter;
}
void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
dof_blur_bokeh_shape = p_shape;
}
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) {
CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
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;
}
void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
ERR_FAIL_COND(!camfx);
camfx->override_exposure_enabled = p_enable;
camfx->override_exposure = p_exposure;
}
RID RendererSceneRenderRD::light_instance_create(RID p_light) {
RID li = light_instance_owner.make_rid(LightInstance());
LightInstance *light_instance = light_instance_owner.getornull(li);
light_instance->self = li;
light_instance->light = p_light;
light_instance->light_type = storage->light_get_type(p_light);
return li;
}
void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->transform = p_transform;
}
void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->aabb = p_aabb;
}
void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &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) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
ERR_FAIL_INDEX(p_pass, 6);
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;
light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
}
void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->last_scene_pass = scene_pass;
}
RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
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;
tf.texture_type = RD::TEXTURE_TYPE_CUBE;
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());
}
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);
}
shadow_cubemaps[p_size] = sc;
}
return &shadow_cubemaps[p_size];
}
//////////////////////////
RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
DecalInstance di;
di.decal = p_decal;
return decal_instance_owner.make_rid(di);
}
void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform &p_transform) {
DecalInstance *di = decal_instance_owner.getornull(p_decal);
ERR_FAIL_COND(!di);
di->transform = p_transform;
}
/////////////////////////////////
RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
LightmapInstance li;
li.lightmap = p_lightmap;
return lightmap_instance_owner.make_rid(li);
}
void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) {
LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
ERR_FAIL_COND(!li);
li->transform = p_transform;
}
/////////////////////////////////
RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) {
GIProbeInstance gi_probe;
gi_probe.probe = p_base;
RID rid = gi_probe_instance_owner.make_rid(gi_probe);
return rid;
}
void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
ERR_FAIL_COND(!gi_probe);
gi_probe->transform = p_xform;
}
bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gi_probe, false);
if (low_end) {
return false;
}
//return true;
return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe);
}
void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
ERR_FAIL_COND(!gi_probe);
if (low_end) {
return;
}
uint32_t data_version = storage->gi_probe_get_data_version(gi_probe->probe);
// (RE)CREATE IF NEEDED
if (gi_probe->last_probe_data_version != data_version) {
//need to re-create everything
if (gi_probe->texture.is_valid()) {
RD::get_singleton()->free(gi_probe->texture);
RD::get_singleton()->free(gi_probe->write_buffer);
gi_probe->mipmaps.clear();
}
for (int i = 0; i < gi_probe->dynamic_maps.size(); i++) {
RD::get_singleton()->free(gi_probe->dynamic_maps[i].texture);
RD::get_singleton()->free(gi_probe->dynamic_maps[i].depth);
}
gi_probe->dynamic_maps.clear();
Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
if (octree_size != Vector3i()) {
//can create a 3D texture
Vector<int> levels = storage->gi_probe_get_level_counts(gi_probe->probe);
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tf.width = octree_size.x;
tf.height = octree_size.y;
tf.depth = octree_size.z;
tf.texture_type = RD::TEXTURE_TYPE_3D;
tf.mipmaps = levels.size();
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
gi_probe->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1);
{
int total_elements = 0;
for (int i = 0; i < levels.size(); i++) {
total_elements += levels[i];
}
gi_probe->write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16);
}
for (int i = 0; i < levels.size(); i++) {
GIProbeInstance::Mipmap mipmap;
mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), gi_probe->texture, 0, i, RD::TEXTURE_SLICE_3D);
mipmap.level = levels.size() - i - 1;
mipmap.cell_offset = 0;
for (uint32_t j = 0; j < mipmap.level; j++) {
mipmap.cell_offset += levels[j];
}
mipmap.cell_count = levels[mipmap.level];
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
u.ids.push_back(storage->gi_probe_get_octree_buffer(gi_probe->probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
u.ids.push_back(storage->gi_probe_get_data_buffer(gi_probe->probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 4;
u.ids.push_back(gi_probe->write_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
Vector<RD::Uniform> copy_uniforms = uniforms;
if (i == 0) {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 3;
u.ids.push_back(gi_probe_lights_uniform);
copy_uniforms.push_back(u);
}
mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT], 0);
copy_uniforms = uniforms; //restore
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 5;
u.ids.push_back(gi_probe->texture);
copy_uniforms.push_back(u);
}
mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
} else {
mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP], 0);
}
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
u.ids.push_back(mipmap.texture);
uniforms.push_back(u);
}
mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE], 0);
gi_probe->mipmaps.push_back(mipmap);
}
{
uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
uint32_t oversample = nearest_power_of_2_templated(4);
int mipmap_index = 0;
while (mipmap_index < gi_probe->mipmaps.size()) {
GIProbeInstance::DynamicMap dmap;
if (oversample > 0) {
dmap.size = dynamic_map_size * (1 << oversample);
dmap.mipmap = -1;
oversample--;
} else {
dmap.size = dynamic_map_size >> mipmap_index;
dmap.mipmap = mipmap_index;
mipmap_index++;
}
RD::TextureFormat dtf;
dtf.width = dmap.size;
dtf.height = dmap.size;
dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
if (gi_probe->dynamic_maps.size() == 0) {
dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
if (gi_probe->dynamic_maps.size() == 0) {
//render depth for first one
dtf.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;
dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
}
//just use depth as-is
dtf.format = RD::DATA_FORMAT_R32_SFLOAT;
dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
if (gi_probe->dynamic_maps.size() == 0) {
dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
Vector<RID> fb;
fb.push_back(dmap.albedo);
fb.push_back(dmap.normal);
fb.push_back(dmap.orm);
fb.push_back(dmap.texture); //emission
fb.push_back(dmap.depth);
fb.push_back(dmap.fb_depth);
dmap.fb = RD::get_singleton()->framebuffer_create(fb);
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 3;
u.ids.push_back(gi_probe_lights_uniform);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
u.ids.push_back(dmap.albedo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 6;
u.ids.push_back(dmap.normal);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 7;
u.ids.push_back(dmap.orm);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 8;
u.ids.push_back(dmap.fb_depth);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 11;
u.ids.push_back(dmap.texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 12;
u.ids.push_back(dmap.depth);
uniforms.push_back(u);
}
dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
}
} else {
bool plot = dmap.mipmap >= 0;
bool write = dmap.mipmap < (gi_probe->mipmaps.size() - 1);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
u.ids.push_back(gi_probe->dynamic_maps[gi_probe->dynamic_maps.size() - 1].texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 6;
u.ids.push_back(gi_probe->dynamic_maps[gi_probe->dynamic_maps.size() - 1].depth);
uniforms.push_back(u);
}
if (write) {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 7;
u.ids.push_back(dmap.texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 8;
u.ids.push_back(dmap.depth);
uniforms.push_back(u);
}
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
if (plot) {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 11;
u.ids.push_back(gi_probe->mipmaps[dmap.mipmap].texture);
uniforms.push_back(u);
}
}
dmap.uniform_set = RD::get_singleton()->uniform_set_create(
uniforms,
giprobe_lighting_shader_version_shaders[(write && plot) ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : (write ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT)],
0);
}
gi_probe->dynamic_maps.push_back(dmap);
}
}
}
gi_probe->last_probe_data_version = data_version;
p_update_light_instances = true; //just in case
_base_uniforms_changed();
}
// UDPDATE TIME
if (gi_probe->has_dynamic_object_data) {
//if it has dynamic object data, it needs to be cleared
RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, gi_probe->mipmaps.size(), 0, 1);
}
uint32_t light_count = 0;
if (p_update_light_instances || p_dynamic_objects.size() > 0) {
light_count = MIN(gi_probe_max_lights, (uint32_t)p_light_instances.size());
{
Transform to_cell = storage->gi_probe_get_to_cell_xform(gi_probe->probe);
Transform to_probe_xform = (gi_probe->transform * to_cell.affine_inverse()).affine_inverse();
//update lights
for (uint32_t i = 0; i < light_count; i++) {
GIProbeLight &l = gi_probe_lights[i];
RID light_instance = p_light_instances[i];
RID light = light_instance_get_base_light(light_instance);
l.type = storage->light_get_type(light);
if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
light_count--;
continue;
}
l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
Color color = storage->light_get_color(light).to_linear();
l.color[0] = color.r;
l.color[1] = color.g;
l.color[2] = color.b;
l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
Transform xform = light_instance_get_base_transform(light_instance);
Vector3 pos = to_probe_xform.xform(xform.origin);
Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_axis(2)).normalized();
l.position[0] = pos.x;
l.position[1] = pos.y;
l.position[2] = pos.z;
l.direction[0] = dir.x;
l.direction[1] = dir.y;
l.direction[2] = dir.z;
l.has_shadow = storage->light_has_shadow(light);
}
RD::get_singleton()->buffer_update(gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi_probe_lights);
}
}
if (gi_probe->has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
// PROCESS MIPMAPS
if (gi_probe->mipmaps.size()) {
//can update mipmaps
Vector3i probe_size = storage->gi_probe_get_octree_size(gi_probe->probe);
GIProbePushConstant push_constant;
push_constant.limits[0] = probe_size.x;
push_constant.limits[1] = probe_size.y;
push_constant.limits[2] = probe_size.z;
push_constant.stack_size = gi_probe->mipmaps.size();
push_constant.emission_scale = 1.0;
push_constant.propagation = storage->gi_probe_get_propagation(gi_probe->probe);
push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
push_constant.light_count = light_count;
push_constant.aniso_strength = 0;
/* print_line("probe update to version " + itos(gi_probe->last_probe_version));
print_line("propagation " + rtos(push_constant.propagation));
print_line("dynrange " + rtos(push_constant.dynamic_range));
*/
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
int passes;
if (p_update_light_instances) {
passes = storage->gi_probe_is_using_two_bounces(gi_probe->probe) ? 2 : 1;
} else {
passes = 1; //only re-blitting is necessary
}
int wg_size = 64;
int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
for (int pass = 0; pass < passes; pass++) {
if (p_update_light_instances) {
for (int i = 0; i < gi_probe->mipmaps.size(); i++) {
if (i == 0) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[pass == 0 ? GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT : GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
} else if (i == 1) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP]);
}
if (pass == 1 || i > 0) {
RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
}
if (pass == 0 || i > 0) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].uniform_set, 0);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].second_bounce_uniform_set, 0);
}
push_constant.cell_offset = gi_probe->mipmaps[i].cell_offset;
push_constant.cell_count = gi_probe->mipmaps[i].cell_count;
int wg_todo = (gi_probe->mipmaps[i].cell_count - 1) / wg_size + 1;
while (wg_todo) {
int wg_count = MIN(wg_todo, wg_limit_x);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
wg_todo -= wg_count;
push_constant.cell_offset += wg_count * wg_size;
}
}
RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
}
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE]);
for (int i = 0; i < gi_probe->mipmaps.size(); i++) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].write_uniform_set, 0);
push_constant.cell_offset = gi_probe->mipmaps[i].cell_offset;
push_constant.cell_count = gi_probe->mipmaps[i].cell_count;
int wg_todo = (gi_probe->mipmaps[i].cell_count - 1) / wg_size + 1;
while (wg_todo) {
int wg_count = MIN(wg_todo, wg_limit_x);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
wg_todo -= wg_count;
push_constant.cell_offset += wg_count * wg_size;
}
}
}
RD::get_singleton()->compute_list_end();
}
}
gi_probe->has_dynamic_object_data = false; //clear until dynamic object data is used again
if (p_dynamic_objects.size() && gi_probe->dynamic_maps.size()) {
Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
int multiplier = gi_probe->dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
Transform oversample_scale;
oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
Transform to_cell = oversample_scale * storage->gi_probe_get_to_cell_xform(gi_probe->probe);
Transform to_world_xform = gi_probe->transform * to_cell.affine_inverse();
Transform to_probe_xform = to_world_xform.affine_inverse();
AABB probe_aabb(Vector3(), octree_size);
//this could probably be better parallelized in compute..
for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
GeometryInstance *instance = p_dynamic_objects[i];
//transform aabb to giprobe
AABB aabb = (to_probe_xform * geometry_instance_get_transform(instance)).xform(geometry_instance_get_aabb(instance));
//this needs to wrap to grid resolution to avoid jitter
//also extend margin a bit just in case
Vector3i begin = aabb.position - Vector3i(1, 1, 1);
Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1);
for (int j = 0; j < 3; j++) {
if ((end[j] - begin[j]) & 1) {
end[j]++; //for half extents split, it needs to be even
}
begin[j] = MAX(begin[j], 0);
end[j] = MIN(end[j], octree_size[j] * multiplier);
}
//aabb = aabb.intersection(probe_aabb); //intersect
aabb.position = begin;
aabb.size = end - begin;
//print_line("aabb: " + aabb);
for (int j = 0; j < 6; j++) {
//if (j != 0 && j != 3) {
// continue;
//}
static const Vector3 render_z[6] = {
Vector3(1, 0, 0),
Vector3(0, 1, 0),
Vector3(0, 0, 1),
Vector3(-1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, 0, -1),
};
static const Vector3 render_up[6] = {
Vector3(0, 1, 0),
Vector3(0, 0, 1),
Vector3(0, 1, 0),
Vector3(0, 1, 0),
Vector3(0, 0, 1),
Vector3(0, 1, 0),
};
Vector3 render_dir = render_z[j];
Vector3 up_dir = render_up[j];
Vector3 center = aabb.position + aabb.size * 0.5;
Transform xform;
xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
Vector3 x_dir = xform.basis.get_axis(0).abs();
int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
Vector3 y_dir = xform.basis.get_axis(1).abs();
int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
Vector3 z_dir = -xform.basis.get_axis(2);
int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
CameraMatrix cm;
cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
if (cull_argument.size() == 0) {
cull_argument.push_back(nullptr);
}
cull_argument[0] = instance;
_render_material(to_world_xform * xform, cm, true, cull_argument, gi_probe->dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
GIProbeDynamicPushConstant push_constant;
zeromem(&push_constant, sizeof(GIProbeDynamicPushConstant));
push_constant.limits[0] = octree_size.x;
push_constant.limits[1] = octree_size.y;
push_constant.limits[2] = octree_size.z;
push_constant.light_count = p_light_instances.size();
push_constant.x_dir[0] = x_dir[0];
push_constant.x_dir[1] = x_dir[1];
push_constant.x_dir[2] = x_dir[2];
push_constant.y_dir[0] = y_dir[0];
push_constant.y_dir[1] = y_dir[1];
push_constant.y_dir[2] = y_dir[2];
push_constant.z_dir[0] = z_dir[0];
push_constant.z_dir[1] = z_dir[1];
push_constant.z_dir[2] = z_dir[2];
push_constant.z_base = xform.origin[z_axis];
push_constant.z_sign = (z_flip ? -1.0 : 1.0);
push_constant.pos_multiplier = float(1.0) / multiplier;
push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
push_constant.flip_x = x_flip;
push_constant.flip_y = y_flip;
push_constant.rect_pos[0] = rect.position[0];
push_constant.rect_pos[1] = rect.position[1];
push_constant.rect_size[0] = rect.size[0];
push_constant.rect_size[1] = rect.size[1];
push_constant.prev_rect_ofs[0] = 0;
push_constant.prev_rect_ofs[1] = 0;
push_constant.prev_rect_size[0] = 0;
push_constant.prev_rect_size[1] = 0;
push_constant.on_mipmap = false;
push_constant.propagation = storage->gi_probe_get_propagation(gi_probe->probe);
push_constant.pad[0] = 0;
push_constant.pad[1] = 0;
push_constant.pad[2] = 0;
//process lighting
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->dynamic_maps[0].uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
//print_line("rect: " + itos(i) + ": " + rect);
for (int k = 1; k < gi_probe->dynamic_maps.size(); k++) {
// enlarge the rect if needed so all pixels fit when downscaled,
// this ensures downsampling is smooth and optimal because no pixels are left behind
//x
if (rect.position.x & 1) {
rect.size.x++;
push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal
} else {
push_constant.prev_rect_ofs[0] = 0;
}
if (rect.size.x & 1) {
rect.size.x++;
}
rect.position.x >>= 1;
rect.size.x = MAX(1, rect.size.x >> 1);
//y
if (rect.position.y & 1) {
rect.size.y++;
push_constant.prev_rect_ofs[1] = 1;
} else {
push_constant.prev_rect_ofs[1] = 0;
}
if (rect.size.y & 1) {
rect.size.y++;
}
rect.position.y >>= 1;
rect.size.y = MAX(1, rect.size.y >> 1);
//shrink limits to ensure plot does not go outside map
if (gi_probe->dynamic_maps[k].mipmap > 0) {
for (int l = 0; l < 3; l++) {
push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
}
}
//print_line("rect: " + itos(i) + ": " + rect);
push_constant.rect_pos[0] = rect.position[0];
push_constant.rect_pos[1] = rect.position[1];
push_constant.prev_rect_size[0] = push_constant.rect_size[0];
push_constant.prev_rect_size[1] = push_constant.rect_size[1];
push_constant.rect_size[0] = rect.size[0];
push_constant.rect_size[1] = rect.size[1];
push_constant.on_mipmap = gi_probe->dynamic_maps[k].mipmap > 0;
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (gi_probe->dynamic_maps[k].mipmap < 0) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
} else if (k < gi_probe->dynamic_maps.size() - 1) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
} else {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->dynamic_maps[k].uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
}
RD::get_singleton()->compute_list_end();
}
}
gi_probe->has_dynamic_object_data = true; //clear until dynamic object data is used again
}
gi_probe->last_probe_version = storage->gi_probe_get_version(gi_probe->probe);
}
void RendererSceneRenderRD::_debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_gi_probe);
ERR_FAIL_COND(!gi_probe);
if (gi_probe->mipmaps.size() == 0) {
return;
}
CameraMatrix transform = (p_camera_with_transform * CameraMatrix(gi_probe->transform)) * CameraMatrix(storage->gi_probe_get_to_cell_xform(gi_probe->probe).affine_inverse());
int level = 0;
Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
GIProbeDebugPushConstant push_constant;
push_constant.alpha = p_alpha;
push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
push_constant.cell_offset = gi_probe->mipmaps[level].cell_offset;
push_constant.level = level;
push_constant.bounds[0] = octree_size.x >> level;
push_constant.bounds[1] = octree_size.y >> level;
push_constant.bounds[2] = octree_size.z >> level;
push_constant.pad = 0;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
push_constant.projection[i * 4 + j] = transform.matrix[i][j];
}
}
if (giprobe_debug_uniform_set.is_valid()) {
RD::get_singleton()->free(giprobe_debug_uniform_set);
}
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
u.ids.push_back(storage->gi_probe_get_data_buffer(gi_probe->probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
u.ids.push_back(gi_probe->texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 3;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
int cell_count;
if (!p_emission && p_lighting && gi_probe->has_dynamic_object_data) {
cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2];
} else {
cell_count = gi_probe->mipmaps[level].cell_count;
}
giprobe_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_debug_shader_version_shaders[0], 0);
int giprobe_debug_pipeline = GI_PROBE_DEBUG_COLOR;
if (p_emission) {
giprobe_debug_pipeline = GI_PROBE_DEBUG_EMISSION;
} else if (p_lighting) {
giprobe_debug_pipeline = gi_probe->has_dynamic_object_data ? GI_PROBE_DEBUG_LIGHT_FULL : GI_PROBE_DEBUG_LIGHT;
}
RD::get_singleton()->draw_list_bind_render_pipeline(
p_draw_list,
giprobe_debug_shader_version_pipelines[giprobe_debug_pipeline].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, giprobe_debug_uniform_set, 0);
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(GIProbeDebugPushConstant));
RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36);
}
void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
if (!rb->sdfgi) {
return; //nothing to debug
}
SDGIShader::DebugProbesPushConstant push_constant;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j];
}
}
//gen spheres from strips
uint32_t band_points = 16;
push_constant.band_power = 4;
push_constant.sections_in_band = ((band_points / 2) - 1);
push_constant.band_mask = band_points - 2;
push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
push_constant.y_mult = rb->sdfgi->y_mult;
uint32_t total_points = push_constant.sections_in_band * band_points;
uint32_t total_probes = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
push_constant.grid_size[0] = rb->sdfgi->cascade_size;
push_constant.grid_size[1] = rb->sdfgi->cascade_size;
push_constant.grid_size[2] = rb->sdfgi->cascade_size;
push_constant.cascade = 0;
push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
if (!rb->sdfgi->debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(rb->sdfgi->debug_probes_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(rb->sdfgi->cascades_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(rb->sdfgi->lightprobe_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(rb->sdfgi->occlusion_texture);
uniforms.push_back(u);
}
rb->sdfgi->debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, 0), 0);
}
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, rb->sdfgi->debug_probes_uniform_set, 0);
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
if (sdfgi_debug_probe_dir != Vector3()) {
print_line("CLICK DEBUG ME?");
uint32_t cascade = 0;
Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[cascade].position)) * rb->sdfgi->cascades[cascade].cell_size * Vector3(1.0, 1.0 / rb->sdfgi->y_mult, 1.0);
Vector3 probe_size = rb->sdfgi->cascades[cascade].cell_size * (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / rb->sdfgi->y_mult, 1.0);
Vector3 ray_from = sdfgi_debug_probe_pos;
Vector3 ray_to = sdfgi_debug_probe_pos + sdfgi_debug_probe_dir * rb->sdfgi->cascades[cascade].cell_size * Math::sqrt(3.0) * rb->sdfgi->cascade_size;
float sphere_radius = 0.2;
float closest_dist = 1e20;
sdfgi_debug_probe_enabled = false;
Vector3i probe_from = rb->sdfgi->cascades[cascade].position / (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR);
for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) {
for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) {
for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) {
Vector3 pos = offset + probe_size * Vector3(i, j, k);
Vector3 res;
if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) {
float d = ray_from.distance_to(res);
if (d < closest_dist) {
closest_dist = d;
sdfgi_debug_probe_enabled = true;
sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k);
}
}
}
}
}
if (sdfgi_debug_probe_enabled) {
print_line("found: " + sdfgi_debug_probe_index);
} else {
print_line("no found");
}
sdfgi_debug_probe_dir = Vector3();
}
if (sdfgi_debug_probe_enabled) {
uint32_t cascade = 0;
uint32_t probe_cells = (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR);
Vector3i probe_from = rb->sdfgi->cascades[cascade].position / probe_cells;
Vector3i ofs = sdfgi_debug_probe_index - probe_from;
if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) {
return;
}
if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) {
return;
}
uint32_t mult = (SDFGI::PROBE_DIVISOR + 1);
uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x;
push_constant.probe_debug_index = index;
uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, rb->sdfgi->debug_probes_uniform_set, 0);
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points);
}
}
////////////////////////////////
RID RendererSceneRenderRD::render_buffers_create() {
RenderBuffers rb;
rb.data = _create_render_buffer_data();
return render_buffers_owner.make_rid(rb);
}
void RendererSceneRenderRD::_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.texture_type = RD::TEXTURE_TYPE_2D;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_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);
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);
rb->blur[1].mipmaps.push_back(mm);
}
base_width = MAX(1, base_width >> 1);
base_height = MAX(1, base_height >> 1);
}
}
void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->luminance.current.is_null());
int w = rb->width;
int h = rb->height;
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;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
bool final = w == 1 && h == 1;
if (final) {
tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
}
RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->luminance.reduce.push_back(texture);
if (final) {
rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
break;
}
}
}
void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
if (rb->texture.is_valid()) {
RD::get_singleton()->free(rb->texture);
rb->texture = RID();
}
if (rb->depth_texture.is_valid()) {
RD::get_singleton()->free(rb->depth_texture);
rb->depth_texture = RID();
}
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();
}
if (rb->ssao.depth.is_valid()) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
RD::get_singleton()->free(rb->ssao.ao_pong);
RD::get_singleton()->free(rb->ssao.ao_final);
RD::get_singleton()->free(rb->ssao.importance_map[0]);
RD::get_singleton()->free(rb->ssao.importance_map[1]);
rb->ssao.depth = RID();
rb->ssao.ao_deinterleaved = RID();
rb->ssao.ao_pong = RID();
rb->ssao.ao_final = RID();
rb->ssao.importance_map[0] = RID();
rb->ssao.importance_map[1] = RID();
rb->ssao.depth_slices.clear();
rb->ssao.ao_deinterleaved_slices.clear();
rb->ssao.ao_pong_slices.clear();
}
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();
}
if (rb->ambient_buffer.is_valid()) {
RD::get_singleton()->free(rb->ambient_buffer);
RD::get_singleton()->free(rb->reflection_buffer);
rb->ambient_buffer = RID();
rb->reflection_buffer = RID();
}
}
void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
if (!can_use_effects) {
//just copy
return;
}
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
}
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) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
if (!can_use_effects) {
//just copy
storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
return;
}
Environment *env = environment_owner.getornull(p_environment);
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;
tf.width = rb->width / 2;
tf.height = rb->height / 2;
tf.texture_type = RD::TEXTURE_TYPE_2D;
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());
}
if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = rb->width / 2;
tf.height = rb->height / 2;
tf.texture_type = RD::TEXTURE_TYPE_2D;
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);
_render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->screen_space_reflection(rb->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].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
}
void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
Environment *env = environment_owner.getornull(p_environment);
ERR_FAIL_COND(!env);
RENDER_TIMESTAMP("Process SSAO");
if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
RD::get_singleton()->free(rb->ssao.ao_pong);
RD::get_singleton()->free(rb->ssao.ao_final);
RD::get_singleton()->free(rb->ssao.importance_map[0]);
RD::get_singleton()->free(rb->ssao.importance_map[1]);
rb->ssao.depth = RID();
rb->ssao.ao_deinterleaved = RID();
rb->ssao.ao_pong = RID();
rb->ssao.ao_final = RID();
rb->ssao.importance_map[0] = RID();
rb->ssao.importance_map[1] = RID();
rb->ssao.depth_slices.clear();
rb->ssao.ao_deinterleaved_slices.clear();
rb->ssao.ao_pong_slices.clear();
}
int buffer_width;
int buffer_height;
int half_width;
int half_height;
if (ssao_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->ssao.depth.is_null()) {
//allocate depth slices
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16_SFLOAT;
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
tf.width = buffer_width;
tf.height = buffer_height;
tf.mipmaps = 4;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
for (uint32_t i = 0; i < tf.mipmaps; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
rb->ssao.depth_slices.push_back(slice);
RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
}
}
{
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;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
rb->ssao.ao_deinterleaved_slices.push_back(slice);
RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
}
}
{
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;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
rb->ssao.ao_pong_slices.push_back(slice);
RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
}
}
{
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->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
_render_buffers_uniform_set_changed(p_render_buffers);
}
ssao_using_half_size = ssao_half_size;
uniform_sets_are_invalid = true;
}
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;
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);
storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
}
void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
Environment *env = environment_owner.getornull(p_environment);
//glow (if enabled)
CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
float bokeh_size = camfx->dof_blur_amount * 64.0;
storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[0].mipmaps[0].texture, rb->blur[1].mipmaps[0].texture, rb->blur[0].mipmaps[1].texture, 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, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal());
}
if (can_use_effects && env && env->auto_exposure) {
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
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;
storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
//swap final reduce with prev luminance
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
}
int max_glow_level = -1;
if (can_use_effects && env && env->glow_enabled) {
/* see that blur textures are allocated */
if (rb->blur[1].texture.is_null()) {
_allocate_blur_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
if (env->glow_levels[i] > 0.0) {
if (i >= rb->blur[1].mipmaps.size()) {
max_glow_level = rb->blur[1].mipmaps.size() - 1;
} else {
max_glow_level = 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) {
RID luminance_texture;
if (env->auto_exposure && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].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 {
storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
}
}
}
{
//tonemap
EffectsRD::TonemapSettings tonemap;
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 {
tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
}
if (can_use_effects && env && env->glow_enabled) {
tonemap.use_glow = true;
tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
tonemap.glow_levels[i] = env->glow_levels[i];
}
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 = glow_bicubic_upscale;
tonemap.glow_texture = rb->blur[1].texture;
} else {
tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
}
if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
tonemap.use_fxaa = true;
}
tonemap.use_debanding = rb->use_debanding;
tonemap.texture_size = Vector2i(rb->width, rb->height);
if (env) {
tonemap.tonemap_mode = env->tone_mapper;
tonemap.white = env->white;
tonemap.exposure = env->exposure;
}
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
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;
tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
}
}
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 RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
EffectsRD *effects = storage->get_effects();
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
if (debug_draw == RS::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_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
if (debug_draw == RS::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_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
RID decal_atlas = storage->decal_atlas_get_texture();
if (decal_atlas.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
if (rb->luminance.current.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
RID ao_buf = rb->ssao.ao_final;
effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
RID ambient_texture = rb->ambient_buffer;
RID reflection_texture = rb->reflection_buffer;
effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
}
}
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) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
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;
}
void RendererSceneRenderRD::_sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
if (!rb->sdfgi) {
return; //eh
}
if (!rb->sdfgi->debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(rb->sdfgi->debug_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
if (i < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[i].sdf_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
if (i < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[i].light_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
if (i < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[i].light_aniso_0_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
if (i < rb->sdfgi->cascades.size()) {
u.ids.push_back(rb->sdfgi->cascades[i].light_aniso_1_tex);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(rb->sdfgi->occlusion_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(rb->sdfgi->cascades_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.ids.push_back(rb->texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(rb->sdfgi->lightprobe_texture);
uniforms.push_back(u);
}
rb->sdfgi->debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.debug_shader_version, 0);
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.debug_pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->debug_uniform_set, 0);
SDGIShader::DebugPushConstant push_constant;
push_constant.grid_size[0] = rb->sdfgi->cascade_size;
push_constant.grid_size[1] = rb->sdfgi->cascade_size;
push_constant.grid_size[2] = rb->sdfgi->cascade_size;
push_constant.max_cascades = rb->sdfgi->cascades.size();
push_constant.screen_size[0] = rb->width;
push_constant.screen_size[1] = rb->height;
push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
push_constant.use_occlusion = rb->sdfgi->uses_occlusion;
push_constant.y_mult = rb->sdfgi->y_mult;
Vector2 vp_half = p_projection.get_viewport_half_extents();
push_constant.cam_extent[0] = vp_half.x;
push_constant.cam_extent[1] = vp_half.y;
push_constant.cam_extent[2] = -p_projection.get_z_near();
push_constant.cam_transform[0] = p_transform.basis.elements[0][0];
push_constant.cam_transform[1] = p_transform.basis.elements[1][0];
push_constant.cam_transform[2] = p_transform.basis.elements[2][0];
push_constant.cam_transform[3] = 0;
push_constant.cam_transform[4] = p_transform.basis.elements[0][1];
push_constant.cam_transform[5] = p_transform.basis.elements[1][1];
push_constant.cam_transform[6] = p_transform.basis.elements[2][1];
push_constant.cam_transform[7] = 0;
push_constant.cam_transform[8] = p_transform.basis.elements[0][2];
push_constant.cam_transform[9] = p_transform.basis.elements[1][2];
push_constant.cam_transform[10] = p_transform.basis.elements[2][2];
push_constant.cam_transform[11] = 0;
push_constant.cam_transform[12] = p_transform.origin.x;
push_constant.cam_transform[13] = p_transform.origin.y;
push_constant.cam_transform[14] = p_transform.origin.z;
push_constant.cam_transform[15] = 1;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DebugPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1);
RD::get_singleton()->compute_list_end();
Size2 rtsize = storage->render_target_get_size(rb->render_target);
storage->get_effects()->copy_to_fb_rect(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), true);
}
RID RendererSceneRenderRD::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());
if (!rb->blur[0].texture.is_valid()) {
return RID(); //not valid at the moment
}
return rb->blur[0].texture;
}
RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
return rb->ssao.ao_final;
}
RID RendererSceneRenderRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
if (rb->giprobe_buffer.is_null()) {
rb->giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
}
return rb->giprobe_buffer;
}
RID RendererSceneRenderRD::render_buffers_get_default_gi_probe_buffer() {
return default_giprobe_buffer;
}
RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
return rb->ambient_buffer;
}
RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
return rb->reflection_buffer;
}
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
return rb->sdfgi->cascades.size();
}
bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, false);
return rb->sdfgi != nullptr;
}
RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
ERR_FAIL_COND_V(!rb->sdfgi, RID());
return rb->sdfgi->lightprobe_texture;
}
Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
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;
}
Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
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());
int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
}
float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
return rb->sdfgi->normal_bias;
}
float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
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);
}
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
return rb->sdfgi->probe_axis_count;
}
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0);
ERR_FAIL_COND_V(!rb->sdfgi, 0);
return rb->sdfgi->cascade_size;
}
bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, false);
ERR_FAIL_COND_V(!rb->sdfgi, false);
return rb->sdfgi->uses_occlusion;
}
float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, 0.0);
ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
return rb->sdfgi->energy;
}
RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
ERR_FAIL_COND_V(!rb->sdfgi, RID());
return rb->sdfgi->occlusion_texture;
}
bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, false);
return rb->volumetric_fog != nullptr;
}
RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
return rb->volumetric_fog->fog_map;
}
RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
if (!rb->volumetric_fog) {
return RID();
}
return rb->volumetric_fog->sky_uniform_set;
}
float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
return rb->volumetric_fog->length;
}
float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
return rb->volumetric_fog->spread;
}
void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
rb->width = p_width;
rb->height = p_height;
rb->render_target = p_render_target;
rb->msaa = p_msaa;
rb->screen_space_aa = p_screen_space_aa;
rb->use_debanding = p_use_debanding;
if (rb->cluster_builder == nullptr) {
rb->cluster_builder = memnew(ClusterBuilderRD);
}
rb->cluster_builder->set_shared(&cluster_builder_shared);
_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_STORAGE_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
{
RD::TextureFormat tf;
if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
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;
} else {
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
}
tf.width = p_width;
tf.height = p_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
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;
}
rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
_render_buffers_uniform_set_changed(p_render_buffers);
rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
}
void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
gi.half_resolution = p_enable;
}
void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
sss_quality = p_quality;
}
RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
return sss_quality;
}
void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
sss_scale = p_scale;
sss_depth_scale = p_depth_scale;
}
void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
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;
soft_shadow_samples = 1;
shadows_quality_radius = 1.0;
} break;
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);
}
}
void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
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;
directional_soft_shadow_samples = 1;
directional_shadow_quality_radius = 1.0;
} break;
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);
}
}
int RendererSceneRenderRD::get_roughness_layers() const {
return roughness_layers;
}
bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
return sky_use_cubemap_array;
}
RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, nullptr);
return rb->data;
}
void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment) {
cluster.reflection_count = 0;
for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
if (cluster.reflection_count == cluster.max_reflections) {
break;
}
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflections[i]);
if (!rpi) {
continue;
}
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);
}
for (uint32_t i = 0; i < cluster.reflection_count; i++) {
ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
rpi->render_index = i;
RID base_probe = rpi->probe;
Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
Vector3 extents = storage->reflection_probe_get_extents(base_probe);
reflection_ubo.box_extents[0] = extents.x;
reflection_ubo.box_extents[1] = extents.y;
reflection_ubo.box_extents[2] = extents.z;
reflection_ubo.index = rpi->atlas_index;
Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
reflection_ubo.box_offset[0] = origin_offset.x;
reflection_ubo.box_offset[1] = origin_offset.y;
reflection_ubo.box_offset[2] = origin_offset.z;
reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
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;
Transform transform = rpi->transform;
Transform proj = (p_camera_inverse_transform * transform).inverse();
RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
rpi->last_pass = RSG::rasterizer->get_frame_number();
}
if (cluster.reflection_count) {
RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
}
}
void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
Transform inverse_transform = p_camera_transform.affine_inverse();
r_directional_light_count = 0;
r_positional_light_count = 0;
sky_scene_state.ubo.directional_light_count = 0;
Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
cluster.omni_light_count = 0;
cluster.spot_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
LightInstance *li = light_instance_owner.getornull(p_lights[i]);
if (!li) {
continue;
}
RID base = li->light;
ERR_CONTINUE(base.is_null());
RS::LightType type = storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
// Copy to SkyDirectionalLightData
if (r_directional_light_count < sky_scene_state.max_directional_lights) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[r_directional_light_count];
Transform light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = -world_direction.z;
float sign = storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
Color linear_col = storage->light_get_color(base).to_linear();
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
sky_light_data.enabled = true;
float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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));
} else {
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
sky_scene_state.ubo.directional_light_count++;
}
if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
continue;
}
Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
Transform light_transform = li->transform;
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
light_data.direction[0] = direction.x;
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
float sign = storage->light_is_negative(base) ? -1 : 1;
light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
Color linear_col = storage->light_get_color(base).to_linear();
light_data.color[0] = linear_col.r;
light_data.color[1] = linear_col.g;
light_data.color[2] = linear_col.b;
light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
light_data.mask = storage->light_get_cull_mask(base);
float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
Color shadow_col = storage->light_get_shadow_color(base).to_linear();
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
light_data.shadow_color1[0] = 1.0;
light_data.shadow_color1[1] = 0.0;
light_data.shadow_color1[2] = 0.0;
light_data.shadow_color1[3] = 1.0;
light_data.shadow_color2[0] = 0.0;
light_data.shadow_color2[1] = 1.0;
light_data.shadow_color2[2] = 0.0;
light_data.shadow_color2[3] = 1.0;
light_data.shadow_color3[0] = 0.0;
light_data.shadow_color3[1] = 0.0;
light_data.shadow_color3[2] = 1.0;
light_data.shadow_color3[3] = 1.0;
light_data.shadow_color4[0] = 1.0;
light_data.shadow_color4[1] = 1.0;
light_data.shadow_color4[2] = 0.0;
light_data.shadow_color4[3] = 1.0;
} else {
light_data.shadow_color1[0] = shadow_col.r;
light_data.shadow_color1[1] = shadow_col.g;
light_data.shadow_color1[2] = shadow_col.b;
light_data.shadow_color1[3] = 1.0;
light_data.shadow_color2[0] = shadow_col.r;
light_data.shadow_color2[1] = shadow_col.g;
light_data.shadow_color2[2] = shadow_col.b;
light_data.shadow_color2[3] = 1.0;
light_data.shadow_color3[0] = shadow_col.r;
light_data.shadow_color3[1] = shadow_col.g;
light_data.shadow_color3[2] = shadow_col.b;
light_data.shadow_color3[3] = 1.0;
light_data.shadow_color4[0] = shadow_col.r;
light_data.shadow_color4[1] = shadow_col.g;
light_data.shadow_color4[2] = shadow_col.b;
light_data.shadow_color4[3] = 1.0;
}
light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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));
} else {
angular_diameter = 0.0;
}
if (light_data.shadow_enabled) {
RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
light_data.blend_splits = storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
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;
CameraMatrix bias;
bias.set_light_bias();
CameraMatrix rectm;
rectm.set_light_atlas_rect(atlas_rect);
Transform modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
float bias_scale = li->shadow_transform[j].bias_scale;
light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
Vector2 uv_scale = li->shadow_transform[j].uv_scale;
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;
}
}
float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
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];
light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.softshadow_angle = angular_diameter;
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: {
if (cluster.omni_light_count >= cluster.max_lights) {
continue;
}
cluster.omni_light_sort[cluster.omni_light_count].instance = li;
cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
cluster.omni_light_count++;
} break;
case RS::LIGHT_SPOT: {
if (cluster.spot_light_count >= cluster.max_lights) {
continue;
}
cluster.spot_light_sort[cluster.spot_light_count].instance = li;
cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
cluster.spot_light_count++;
} break;
}
li->last_pass = RSG::rasterizer->get_frame_number();
}
if (cluster.omni_light_count) {
SortArray<Cluster::InstanceSort<LightInstance>> sorter;
sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
}
if (cluster.spot_light_count) {
SortArray<Cluster::InstanceSort<LightInstance>> sorter;
sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
}
ShadowAtlas *shadow_atlas = nullptr;
if (p_shadow_atlas.is_valid() && p_using_shadows) {
shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
}
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;
Transform light_transform = li->transform;
float sign = storage->light_is_negative(base) ? -1 : 1;
Color linear_col = storage->light_get_color(base).to_linear();
light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
light_data.color[0] = linear_col.r * energy;
light_data.color[1] = linear_col.g * energy;
light_data.color[2] = linear_col.b * energy;
light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
Vector3 pos = inverse_transform.xform(light_transform.origin);
light_data.position[0] = pos.x;
light_data.position[1] = pos.y;
light_data.position[2] = pos.z;
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
light_data.direction[0] = direction.x;
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
light_data.size = size;
light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
light_data.mask = storage->light_get_cull_mask(base);
light_data.atlas_rect[0] = 0;
light_data.atlas_rect[1] = 0;
light_data.atlas_rect[2] = 0;
light_data.atlas_rect[3] = 0;
RID projector = storage->light_get_projector(base);
if (projector.is_valid()) {
Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
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;
}
if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
// fill in the shadow information
light_data.shadow_enabled = true;
if (type == RS::LIGHT_SPOT) {
light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
shadow_texel_size *= light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
} else { //omni
light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
}
light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas);
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;
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
if (type == RS::LIGHT_OMNI) {
light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
Transform proj = (inverse_transform * light_transform).inverse();
RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
if (size > 0.0) {
light_data.soft_shadow_size = size;
} else {
light_data.soft_shadow_size = 0.0;
light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
}
} else if (type == RS::LIGHT_SPOT) {
Transform modelview = (inverse_transform * light_transform).inverse();
CameraMatrix bias;
bias.set_light_bias();
CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
if (size > 0.0) {
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;
}
li->light_index = index;
current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
r_positional_light_count++;
}
//update without barriers
if (cluster.omni_light_count) {
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);
}
if (cluster.spot_light_count) {
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);
}
if (r_directional_light_count) {
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);
}
}
void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform) {
Transform uv_xform;
uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
uint32_t decal_count = p_decals.size();
cluster.decal_count = 0;
for (uint32_t i = 0; i < decal_count; i++) {
if (cluster.decal_count == cluster.max_decals) {
break;
}
DecalInstance *di = decal_instance_owner.getornull(p_decals[i]);
if (!di) {
continue;
}
RID decal = di->decal;
Transform xform = di->transform;
real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
if (storage->decal_is_distance_fade_enabled(decal)) {
float fade_begin = storage->decal_get_distance_fade_begin(decal);
float fade_length = storage->decal_get_distance_fade_length(decal);
if (distance > fade_begin) {
if (distance > fade_begin + fade_length) {
continue; // do not use this decal, its invisible
}
}
}
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);
}
for (uint32_t i = 0; i < cluster.decal_count; i++) {
DecalInstance *di = cluster.decal_sort[i].instance;
RID decal = di->decal;
Transform xform = di->transform;
float fade = 1.0;
if (storage->decal_is_distance_fade_enabled(decal)) {
real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
float fade_begin = storage->decal_get_distance_fade_begin(decal);
float fade_length = storage->decal_get_distance_fade_length(decal);
if (distance > fade_begin) {
fade = 1.0 - (distance - fade_begin) / fade_length;
}
}
Cluster::DecalData &dd = cluster.decals[i];
Vector3 decal_extents = storage->decal_get_extents(decal);
Transform scale_xform;
scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
Transform to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
RendererStorageRD::store_transform(to_decal_xform, dd.xform);
Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
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;
dd.normal_fade = storage->decal_get_normal_fade(decal);
RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
if (albedo_tex.is_valid()) {
Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
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;
}
RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
if (normal_tex.is_valid()) {
Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
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();
RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
} else {
dd.normal_rect[0] = 0;
dd.normal_rect[1] = 0;
dd.normal_rect[2] = 0;
dd.normal_rect[3] = 0;
}
RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
if (orm_tex.is_valid()) {
Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
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()) {
Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
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;
}
Color modulate = storage->decal_get_modulate(decal);
dd.modulate[0] = modulate.r;
dd.modulate[1] = modulate.g;
dd.modulate[2] = modulate.b;
dd.modulate[3] = modulate.a * fade;
dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
dd.albedo_mix = storage->decal_get_albedo_mix(decal);
dd.mask = storage->decal_get_cull_mask(decal);
dd.upper_fade = storage->decal_get_upper_fade(decal);
dd.lower_fade = storage->decal_get_lower_fade(decal);
current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
}
if (cluster.decal_count > 0) {
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);
}
}
void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->volumetric_fog);
RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
RD::get_singleton()->free(rb->volumetric_fog->fog_map);
if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
}
if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
}
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);
}
memdelete(rb->volumetric_fog);
rb->volumetric_fog = nullptr;
}
void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
Environment *env = environment_owner.getornull(p_environment);
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);
_render_buffers_uniform_set_changed(p_render_buffers);
}
}
if (!env || !env->volumetric_fog_enabled) {
//no reason to enable or update, bye
return;
}
RENDER_TIMESTAMP(">Volumetric Fog");
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;
tf.texture_type = RD::TEXTURE_TYPE_3D;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
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());
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;
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
_render_buffers_uniform_set_changed(p_render_buffers);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(rb->volumetric_fog->fog_map);
uniforms.push_back(u);
}
rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
}
//update volumetric fog
if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
//re create uniform set if needed
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
} else {
u.ids.push_back(shadow_atlas->depth);
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
if (directional_shadow.depth.is_valid()) {
u.ids.push_back(directional_shadow.depth);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 3;
u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 4;
u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 5;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 6;
u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 7;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 8;
u.ids.push_back(rb->volumetric_fog->light_density_map);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
u.ids.push_back(rb->volumetric_fog->fog_map);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.ids.push_back(shadow_sampler);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 11;
u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 12;
for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
u.ids.push_back(rb->giprobe_textures[i]);
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 13;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 14;
u.ids.push_back(volumetric_fog.params_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 15;
u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
uniforms.push_back(u);
}
rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
}
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;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(gi.sdfgi_ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
u.ids.push_back(rb->sdfgi->ambient_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
u.ids.push_back(rb->sdfgi->occlusion_texture);
uniforms.push_back(u);
}
rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
}
}
rb->volumetric_fog->length = env->volumetric_fog_length;
rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
VolumetricFogShader::ParamsUBO 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.z_near = z_near;
params.z_far = z_far;
params.fog_frustum_end = fog_end;
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.directional_light_count = p_directional_light_count;
Color light = env->volumetric_fog_light.to_linear();
params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
params.base_density = env->volumetric_fog_density;
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;
params.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
Transform to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
storage->store_transform(to_prev_cam_view, params.to_prev_view);
params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
{
uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
params.cluster_shift = get_shift_from_power_of_2(cluster_size);
uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
params.cluster_width = cluster_screen_width;
params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
params.screen_size[0] = rb->width;
params.screen_size[1] = rb->height;
}
/* Vector2 dssize = directional_shadow_get_size();
push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
*/
RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
RENDER_TIMESTAMP("Render Fog");
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
bool use_filter = volumetric_fog_filter_active;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
if (using_sdfgi) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
}
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->compute_list_end();
RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
compute_list = RD::get_singleton()->compute_list_begin();
if (use_filter) {
RD::get_singleton()->draw_command_begin_label("Filter Fog");
RENDER_TIMESTAMP("Filter Fog");
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->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_end();
//need restart for buffer update
params.filter_axis = 1;
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
if (using_sdfgi) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
}
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);
RD::get_singleton()->draw_command_end_label();
}
RENDER_TIMESTAMP("Integrate Fog");
RD::get_singleton()->draw_command_begin_label("Integrate Fog");
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
RENDER_TIMESTAMP("<Volumetric Fog");
RD::get_singleton()->draw_command_end_label();
rb->volumetric_fog->prev_cam_transform = p_cam_transform;
}
uint32_t RendererSceneRenderRD::_get_render_state_directional_light_count() const {
return render_state.directional_light_count;
}
bool RendererSceneRenderRD::_needs_post_prepass_render(bool p_use_gi) {
if (render_state.render_buffers.is_valid()) {
RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
if (rb->sdfgi != nullptr) {
return true;
}
}
return false;
}
void RendererSceneRenderRD::_post_prepass_render(bool p_use_gi) {
if (render_state.render_buffers.is_valid()) {
if (p_use_gi) {
_sdfgi_update_probes(render_state.render_buffers, render_state.environment);
}
}
}
void RendererSceneRenderRD::_pre_resolve_render(bool p_use_gi) {
if (render_state.render_buffers.is_valid()) {
if (p_use_gi) {
RD::get_singleton()->compute_list_end();
}
}
}
void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer) {
// Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
if (render_state.render_buffers.is_valid() && p_use_gi) {
_sdfgi_store_probes(render_state.render_buffers);
}
render_state.cube_shadows.clear();
render_state.shadows.clear();
render_state.directional_shadows.clear();
Plane camera_plane(render_state.cam_transform.origin, -render_state.cam_transform.basis.get_axis(Vector3::AXIS_Z));
float lod_distance_multiplier = render_state.cam_projection.get_lod_multiplier();
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light);
if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
render_state.directional_shadows.push_back(i);
} else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
render_state.cube_shadows.push_back(i);
} else {
render_state.shadows.push_back(i);
}
}
//cube shadows are rendered in their own way
for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
_render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, render_state.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, render_state.screen_lod_threshold, true, true, true);
}
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();
bool render_gi = render_state.render_buffers.is_valid() && p_use_gi;
if (render_shadows && render_gi) {
RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
} else if (render_shadows) {
RENDER_TIMESTAMP("Render Shadows");
} else if (render_gi) {
RENDER_TIMESTAMP("Render GI");
}
//prepare shadow rendering
if (render_shadows) {
_render_shadow_begin();
//render directional shadows
for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
_render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, render_state.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, render_state.screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false);
}
//render positional shadows
for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
_render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, render_state.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, render_state.screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true);
}
_render_shadow_process();
}
//start GI
if (render_gi) {
_process_gi(render_state.render_buffers, p_normal_roughness_buffer, p_gi_probe_buffer, render_state.environment, render_state.cam_projection, render_state.cam_transform, *render_state.gi_probes);
}
//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
}
if (render_state.render_buffers.is_valid()) {
if (p_use_ssao) {
_process_ssao(render_state.render_buffers, render_state.environment, p_normal_roughness_buffer, render_state.cam_projection);
}
}
//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);
if (current_cluster_builder) {
current_cluster_builder->begin(render_state.cam_transform, render_state.cam_projection, !render_state.reflection_probe.is_valid());
}
bool using_shadows = true;
if (render_state.reflection_probe.is_valid()) {
if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(render_state.reflection_probe))) {
using_shadows = false;
}
} else {
//do not render reflections when rendering a reflection probe
_setup_reflections(*render_state.reflection_probes, render_state.cam_transform.affine_inverse(), render_state.environment);
}
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
_setup_lights(*render_state.lights, render_state.cam_transform, render_state.shadow_atlas, using_shadows, directional_light_count, positional_light_count);
_setup_decals(*render_state.decals, render_state.cam_transform.affine_inverse());
render_state.directional_light_count = directional_light_count;
if (current_cluster_builder) {
current_cluster_builder->bake_cluster();
}
if (render_state.render_buffers.is_valid()) {
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;
}
}
_update_volumetric_fog(render_state.render_buffers, render_state.environment, render_state.cam_projection, render_state.cam_transform, render_state.shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.gi_probe_count);
}
}
void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_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) {
//assign render data
{
render_state.render_buffers = p_render_buffers;
render_state.cam_transform = p_cam_transform;
render_state.cam_projection = p_cam_projection;
render_state.cam_ortogonal = p_cam_projection.is_orthogonal();
render_state.instances = &p_instances;
render_state.lights = &p_lights;
render_state.reflection_probes = &p_reflection_probes;
render_state.gi_probes = &p_gi_probes;
render_state.decals = &p_decals;
render_state.lightmaps = &p_lightmaps;
render_state.environment = p_environment;
render_state.camera_effects = p_camera_effects;
render_state.shadow_atlas = p_shadow_atlas;
render_state.reflection_atlas = p_reflection_atlas;
render_state.reflection_probe = p_reflection_probe;
render_state.reflection_probe_pass = p_reflection_probe_pass;
render_state.screen_lod_threshold = p_screen_lod_threshold;
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;
}
PagedArray<RID> empty;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
render_state.lights = &empty;
render_state.reflection_probes = &empty;
render_state.gi_probes = &empty;
}
//sdfgi first
if (p_render_buffers.is_valid()) {
for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
_render_sdfgi_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances);
}
if (render_state.sdfgi_update_data->update_static) {
_render_sdfgi_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);
}
}
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();
}
//assign render indices to giprobes
for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
GIProbeInstance *giprobe_inst = gi_probe_instance_owner.getornull(p_gi_probes[i]);
if (giprobe_inst) {
giprobe_inst->render_index = i;
}
}
if (render_buffers_owner.owns(render_state.render_buffers)) {
RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
current_cluster_builder = rb->cluster_builder;
} else if (reflection_probe_instance_owner.owns(render_state.reflection_probe)) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_state.reflection_probe);
ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas);
if (!ra) {
ERR_PRINT("reflection probe has no reflection atlas! Bug?");
current_cluster_builder = nullptr;
} else {
current_cluster_builder = ra->cluster_builder;
}
} else {
ERR_PRINT("No cluster builder, bug"); //should never happen, will crash
current_cluster_builder = nullptr;
}
if (p_render_buffers.is_valid()) {
_pre_process_gi(p_render_buffers, p_cam_transform);
}
render_state.gi_probe_count = 0;
if (render_state.render_buffers.is_valid()) {
_setup_giprobes(render_state.render_buffers, render_state.cam_transform, *render_state.gi_probes, render_state.gi_probe_count);
_sdfgi_update_light(render_state.render_buffers, render_state.environment);
}
render_state.depth_prepass_used = false;
//calls _pre_opaque_render between depth pre-pass and opaque pass
_render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, current_cluster_builder->get_cluster_buffer(), current_cluster_builder->get_cluster_size(), current_cluster_builder->get_max_cluster_elements(), p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
if (p_render_buffers.is_valid()) {
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
switch (debug_draw) {
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: {
}
}
current_cluster_builder->debug(elem_type);
}
RENDER_TIMESTAMP("Tonemap");
_render_buffers_post_process_and_tonemap(p_render_buffers, p_environment, p_camera_effects, p_cam_projection);
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas);
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI) {
_sdfgi_debug_draw(p_render_buffers, p_cam_projection, p_cam_transform);
}
}
}
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_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region) {
LightInstance *light_instance = light_instance_owner.getornull(p_light);
ERR_FAIL_COND(!light_instance);
Rect2i atlas_rect;
uint32_t atlas_size;
RID atlas_fb;
bool using_dual_paraboloid = false;
bool using_dual_paraboloid_flip = false;
RID render_fb;
RID render_texture;
float zfar;
bool use_pancake = false;
bool render_cubemap = false;
bool finalize_cubemap = false;
bool flip_y = false;
CameraMatrix light_projection;
Transform light_transform;
if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
//set pssm stuff
if (light_instance->last_scene_shadow_pass != scene_pass) {
light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
directional_shadow.current_light++;
light_instance->last_scene_shadow_pass = scene_pass;
}
use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
atlas_rect.position.x = light_instance->directional_rect.position.x;
atlas_rect.position.y = light_instance->directional_rect.position.y;
atlas_rect.size.width = light_instance->directional_rect.size.x;
atlas_rect.size.height = light_instance->directional_rect.size.y;
if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
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) {
atlas_rect.position.x += atlas_rect.size.width;
atlas_rect.position.y += atlas_rect.size.height;
}
} else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
atlas_rect.size.height /= 2;
if (p_pass == 0) {
} else {
atlas_rect.position.y += atlas_rect.size.height;
}
}
light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
render_fb = directional_shadow.fb;
render_texture = RID();
flip_y = true;
} else {
//set from shadow atlas
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
_update_shadow_atlas(shadow_atlas);
uint32_t key = shadow_atlas->shadow_owners[p_light];
uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
uint32_t quadrant_size = shadow_atlas->size >> 1;
atlas_rect.position.x = (quadrant & 1) * quadrant_size;
atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
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;
atlas_rect.size.width = shadow_size;
atlas_rect.size.height = shadow_size;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
render_fb = cubemap->side_fb[p_pass];
render_texture = cubemap->cubemap;
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;
atlas_size = shadow_atlas->size;
if (p_pass == 0) {
_render_shadow_begin();
}
} else {
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
atlas_rect.size.height /= 2;
atlas_rect.position.y += p_pass * atlas_rect.size.height;
using_dual_paraboloid = true;
using_dual_paraboloid_flip = p_pass == 1;
render_fb = shadow_atlas->fb;
flip_y = true;
}
} else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
render_fb = shadow_atlas->fb;
flip_y = true;
}
}
if (render_cubemap) {
//rendering to cubemap
_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_lod_threshold, Rect2(), false, true, true, true);
if (finalize_cubemap) {
_render_shadow_process();
_render_shadow_end();
//reblit
Rect2 atlas_rect_norm = atlas_rect;
atlas_rect_norm.position.x /= float(atlas_size);
atlas_rect_norm.position.y /= float(atlas_size);
atlas_rect_norm.size.x /= float(atlas_size);
atlas_rect_norm.size.y /= float(atlas_size);
atlas_rect_norm.size.height /= 2;
storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), false);
atlas_rect_norm.position.y += atlas_rect_norm.size.height;
storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), true);
//restore transform so it can be properly used
light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
}
} else {
//render shadow
_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_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass);
}
}
void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
_render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
}
void RendererSceneRenderRD::_render_sdfgi_region(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances) {
//print_line("rendering region " + itos(p_region));
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
ERR_FAIL_COND(!rb->sdfgi);
AABB bounds;
Vector3i from;
Vector3i size;
int cascade_prev = _sdfgi_get_pending_region_data(p_render_buffers, p_region - 1, from, size, bounds);
int cascade_next = _sdfgi_get_pending_region_data(p_render_buffers, p_region + 1, from, size, bounds);
int cascade = _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
ERR_FAIL_COND(cascade < 0);
if (cascade_prev != cascade) {
//initialize render
RD::get_singleton()->texture_clear(rb->sdfgi->render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1);
RD::get_singleton()->texture_clear(rb->sdfgi->render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1);
RD::get_singleton()->texture_clear(rb->sdfgi->render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1);
RD::get_singleton()->texture_clear(rb->sdfgi->render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1);
}
//print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(rb->sdfgi->cascades[cascade].cell_size));
_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, rb->sdfgi->render_albedo, rb->sdfgi->render_emission, rb->sdfgi->render_emission_aniso, rb->sdfgi->render_geom_facing);
if (cascade_next != cascade) {
RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
RENDER_TIMESTAMP(">SDFGI Update SDF");
//done rendering! must update SDF
//clear dispatch indirect data
SDGIShader::PreprocessPushConstant push_constant;
zeromem(&push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RENDER_TIMESTAMP("Scroll SDF");
//scroll
if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
//for scroll
Vector3i dirty = rb->sdfgi->cascades[cascade].dirty_regions;
push_constant.scroll[0] = dirty.x;
push_constant.scroll[1] = dirty.y;
push_constant.scroll[2] = dirty.z;
} else {
//for no scroll
push_constant.scroll[0] = 0;
push_constant.scroll[1] = 0;
push_constant.scroll[2] = 0;
}
rb->sdfgi->cascades[cascade].all_dynamic_lights_dirty = true;
push_constant.grid_size = rb->sdfgi->cascade_size;
push_constant.cascade = cascade;
if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
//must pre scroll existing data because not all is dirty
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0);
// no barrier do all together
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_occlusion_uniform_set, 0);
Vector3i dirty = rb->sdfgi->cascades[cascade].dirty_regions;
Vector3i groups;
groups.x = rb->sdfgi->cascade_size - ABS(dirty.x);
groups.y = rb->sdfgi->cascade_size - ABS(dirty.y);
groups.z = rb->sdfgi->cascade_size - ABS(dirty.z);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z);
//no barrier, continue together
{
//scroll probes and their history also
SDGIShader::IntegratePushConstant ipush_constant;
ipush_constant.grid_size[1] = rb->sdfgi->cascade_size;
ipush_constant.grid_size[2] = rb->sdfgi->cascade_size;
ipush_constant.grid_size[0] = rb->sdfgi->cascade_size;
ipush_constant.max_cascades = rb->sdfgi->cascades.size();
ipush_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
ipush_constant.history_index = 0;
ipush_constant.history_size = rb->sdfgi->history_size;
ipush_constant.ray_count = 0;
ipush_constant.ray_bias = 0;
ipush_constant.sky_mode = 0;
ipush_constant.sky_energy = 0;
ipush_constant.sky_color[0] = 0;
ipush_constant.sky_color[1] = 0;
ipush_constant.sky_color[2] = 0;
ipush_constant.y_mult = rb->sdfgi->y_mult;
ipush_constant.store_ambient_texture = false;
ipush_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
ipush_constant.image_size[1] = rb->sdfgi->probe_axis_count;
int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
ipush_constant.cascade = cascade;
ipush_constant.world_offset[0] = rb->sdfgi->cascades[cascade].position.x / probe_divisor;
ipush_constant.world_offset[1] = rb->sdfgi->cascades[cascade].position.y / probe_divisor;
ipush_constant.world_offset[2] = rb->sdfgi->cascades[cascade].position.z / probe_divisor;
ipush_constant.scroll[0] = dirty.x / probe_divisor;
ipush_constant.scroll[1] = dirty.y / probe_divisor;
ipush_constant.scroll[2] = dirty.z / probe_divisor;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL_STORE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (rb->sdfgi->bounce_feedback > 0.0) {
//multibounce requires this to be stored so direct light can read from it
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]);
//convert to octahedral to store
ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
ipush_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
}
}
//ok finally barrier
RD::get_singleton()->compute_list_end();
}
//clear dispatch indirect data
uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data);
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
bool half_size = true; //much faster, very little difference
static const int optimized_jf_group_size = 8;
if (half_size) {
push_constant.grid_size >>= 1;
uint32_t cascade_half_size = rb->sdfgi->cascade_size >> 1;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_initialize_half_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//must start with regular jumpflood
push_constant.half_size = true;
{
RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
uint32_t s = cascade_half_size;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
int jf_us = 0;
//start with regular jump flood for very coarse reads, as this is impossible to optimize
while (s > 1) {
s /= 2;
push_constant.step_size = s;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_half_uniform_set[jf_us], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
RD::get_singleton()->compute_list_add_barrier(compute_list);
jf_us = jf_us == 0 ? 1 : 0;
if (cascade_half_size / (s / 2) >= optimized_jf_group_size) {
break;
}
}
RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
//continue with optimized jump flood for smaller reads
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
while (s > 1) {
s /= 2;
push_constant.step_size = s;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_half_uniform_set[jf_us], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
RD::get_singleton()->compute_list_add_barrier(compute_list);
jf_us = jf_us == 0 ? 1 : 0;
}
}
// restore grid size for last passes
push_constant.grid_size = rb->sdfgi->cascade_size;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_upscale_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//run one pass of fullsize jumpflood to fix up half size arctifacts
push_constant.half_size = false;
push_constant.step_size = 1;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[rb->sdfgi->upscale_jfa_uniform_set_index], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size);
RD::get_singleton()->compute_list_add_barrier(compute_list);
} else {
//full size jumpflood
RENDER_TIMESTAMP("SDFGI Jump Flood");
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_initialize_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size);
RD::get_singleton()->compute_list_add_barrier(compute_list);
push_constant.half_size = false;
{
uint32_t s = rb->sdfgi->cascade_size;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
int jf_us = 0;
//start with regular jump flood for very coarse reads, as this is impossible to optimize
while (s > 1) {
s /= 2;
push_constant.step_size = s;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[jf_us], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size);
RD::get_singleton()->compute_list_add_barrier(compute_list);
jf_us = jf_us == 0 ? 1 : 0;
if (rb->sdfgi->cascade_size / (s / 2) >= optimized_jf_group_size) {
break;
}
}
RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
//continue with optimized jump flood for smaller reads
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
while (s > 1) {
s /= 2;
push_constant.step_size = s;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[jf_us], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size);
RD::get_singleton()->compute_list_add_barrier(compute_list);
jf_us = jf_us == 0 ? 1 : 0;
}
}
}
RENDER_TIMESTAMP("SDFGI Occlusion");
// occlusion
{
uint32_t probe_size = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
Vector3i probe_global_pos = rb->sdfgi->cascades[cascade].position / probe_size;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_OCCLUSION]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->occlusion_uniform_set, 0);
for (int i = 0; i < 8; i++) {
//dispatch all at once for performance
Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1);
if ((probe_global_pos.x & 1) != 0) {
offset.x = (offset.x + 1) & 1;
}
if ((probe_global_pos.y & 1) != 0) {
offset.y = (offset.y + 1) & 1;
}
if ((probe_global_pos.z & 1) != 0) {
offset.z = (offset.z + 1) & 1;
}
push_constant.probe_offset[0] = offset.x;
push_constant.probe_offset[1] = offset.y;
push_constant.probe_offset[2] = offset.z;
push_constant.occlusion_index = i;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute
RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z);
}
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
RENDER_TIMESTAMP("SDFGI Store");
// store
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_STORE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].sdf_store_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size);
RD::get_singleton()->compute_list_end();
//clear these textures, as they will have previous garbage on next draw
RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
#if 0
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->cascades[cascade].sdf, 0);
Ref<Image> img;
img.instance();
for (uint32_t i = 0; i < rb->sdfgi->cascade_size; i++) {
Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
img->create(rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, false, Image::FORMAT_L8, subarr);
img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
}
//finalize render and update sdf
#endif
#if 0
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->render_albedo, 0);
Ref<Image> img;
img.instance();
for (uint32_t i = 0; i < rb->sdfgi->cascade_size; i++) {
Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
img->create(rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, false, Image::FORMAT_RGB565, subarr);
img->convert(Image::FORMAT_RGBA8);
img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
}
//finalize render and update sdf
#endif
RENDER_TIMESTAMP("<SDFGI Update SDF");
RD::get_singleton()->draw_command_end_label();
}
}
void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
CameraMatrix cm;
cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
Vector3 cam_pos = p_transform.origin;
cam_pos.y += extents.y;
Transform cam_xform;
cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
}
void RendererSceneRenderRD::_render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
ERR_FAIL_COND(!rb->sdfgi);
RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
_sdfgi_update_cascades(p_render_buffers); //need cascades updated for this
SDGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
for (uint32_t i = 0; i < p_cascade_count; i++) {
ERR_CONTINUE(p_cascade_indices[i] >= rb->sdfgi->cascades.size());
SDFGI::Cascade &cc = rb->sdfgi->cascades[p_cascade_indices[i]];
{ //fill light buffer
AABB cascade_aabb;
cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cc.position)) * cc.cell_size;
cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cc.cell_size;
int idx = 0;
for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) {
if (idx == SDFGI::MAX_STATIC_LIGHTS) {
break;
}
LightInstance *li = light_instance_owner.getornull(p_positional_light_cull_result[i][j]);
ERR_CONTINUE(!li);
uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
if (p_cascade_indices[i] > max_sdfgi_cascade) {
continue;
}
if (!cascade_aabb.intersects(li->aabb)) {
continue;
}
lights[idx].type = storage->light_get_type(li->light);
Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
dir.y *= rb->sdfgi->y_mult; //only makes sense for directional
dir.normalize();
}
lights[idx].direction[0] = dir.x;
lights[idx].direction[1] = dir.y;
lights[idx].direction[2] = dir.z;
Vector3 pos = li->transform.origin;
pos.y *= rb->sdfgi->y_mult;
lights[idx].position[0] = pos.x;
lights[idx].position[1] = pos.y;
lights[idx].position[2] = pos.z;
Color color = storage->light_get_color(li->light);
color = color.to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
if (idx > 0) {
RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights);
}
light_count[i] = idx;
}
}
/* Static Lights */
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_STATIC]);
SDGIShader::DirectLightPushConstant dl_push_constant;
dl_push_constant.grid_size[0] = rb->sdfgi->cascade_size;
dl_push_constant.grid_size[1] = rb->sdfgi->cascade_size;
dl_push_constant.grid_size[2] = rb->sdfgi->cascade_size;
dl_push_constant.max_cascades = rb->sdfgi->cascades.size();
dl_push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
dl_push_constant.bounce_feedback = 0.0; // this is static light, do not multibounce yet
dl_push_constant.y_mult = rb->sdfgi->y_mult;
dl_push_constant.use_occlusion = rb->sdfgi->uses_occlusion;
//all must be processed
dl_push_constant.process_offset = 0;
dl_push_constant.process_increment = 1;
for (uint32_t i = 0; i < p_cascade_count; i++) {
ERR_CONTINUE(p_cascade_indices[i] >= rb->sdfgi->cascades.size());
SDFGI::Cascade &cc = rb->sdfgi->cascades[p_cascade_indices[i]];
dl_push_constant.light_count = light_count[i];
dl_push_constant.cascade = p_cascade_indices[i];
if (dl_push_constant.light_count > 0) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
}
}
RD::get_singleton()->compute_list_end();
RD::get_singleton()->draw_command_end_label();
}
bool RendererSceneRenderRD::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);
if (rb->sdfgi) {
_sdfgi_erase(rb);
}
if (rb->volumetric_fog) {
_volumetric_fog_erase(rb);
}
if (rb->cluster_builder) {
memdelete(rb->cluster_builder);
}
render_buffers_owner.free(p_rid);
} else if (environment_owner.owns(p_rid)) {
//not much to delete, just free it
environment_owner.free(p_rid);
} else if (camera_effects_owner.owns(p_rid)) {
//not much to delete, just free it
camera_effects_owner.free(p_rid);
} else if (reflection_atlas_owner.owns(p_rid)) {
reflection_atlas_set_size(p_rid, 0, 0);
ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_rid);
if (ra->cluster_builder) {
memdelete(ra->cluster_builder);
}
reflection_atlas_owner.free(p_rid);
} else if (reflection_probe_instance_owner.owns(p_rid)) {
//not much to delete, just free it
//ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
reflection_probe_release_atlas_index(p_rid);
reflection_probe_instance_owner.free(p_rid);
} else if (decal_instance_owner.owns(p_rid)) {
decal_instance_owner.free(p_rid);
} else if (lightmap_instance_owner.owns(p_rid)) {
lightmap_instance_owner.free(p_rid);
} else if (gi_probe_instance_owner.owns(p_rid)) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_rid);
if (gi_probe->texture.is_valid()) {
RD::get_singleton()->free(gi_probe->texture);
RD::get_singleton()->free(gi_probe->write_buffer);
}
for (int i = 0; i < gi_probe->dynamic_maps.size(); i++) {
RD::get_singleton()->free(gi_probe->dynamic_maps[i].texture);
RD::get_singleton()->free(gi_probe->dynamic_maps[i].depth);
}
gi_probe_instance_owner.free(p_rid);
} else if (sky_owner.owns(p_rid)) {
_update_dirty_skys();
Sky *sky = sky_owner.getornull(p_rid);
if (sky->radiance.is_valid()) {
RD::get_singleton()->free(sky->radiance);
sky->radiance = RID();
}
_clear_reflection_data(sky->reflection);
if (sky->uniform_buffer.is_valid()) {
RD::get_singleton()->free(sky->uniform_buffer);
sky->uniform_buffer = RID();
}
if (sky->half_res_pass.is_valid()) {
RD::get_singleton()->free(sky->half_res_pass);
sky->half_res_pass = RID();
}
if (sky->quarter_res_pass.is_valid()) {
RD::get_singleton()->free(sky->quarter_res_pass);
sky->quarter_res_pass = RID();
}
if (sky->material.is_valid()) {
storage->free(sky->material);
}
sky_owner.free(p_rid);
} else if (light_instance_owner.owns(p_rid)) {
LightInstance *light_instance = light_instance_owner.getornull(p_rid);
//remove from shadow atlases..
for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get());
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();
shadow_atlas->shadow_owners.erase(p_rid);
}
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);
} else {
return false;
}
return true;
}
void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
debug_draw = p_debug_draw;
}
void RendererSceneRenderRD::update() {
_update_dirty_skys();
}
void RendererSceneRenderRD::set_time(double p_time, double p_step) {
time = p_time;
time_step = p_step;
}
void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
screen_space_roughness_limiter = p_enable;
screen_space_roughness_limiter_amount = p_amount;
screen_space_roughness_limiter_limit = p_limit;
}
bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
return screen_space_roughness_limiter;
}
float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
return screen_space_roughness_limiter_amount;
}
float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
return screen_space_roughness_limiter_limit;
}
TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
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;
GeometryInstance *gi = geometry_instance_create(p_base);
uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
Vector<RID> materials;
materials.resize(sc);
for (uint32_t i = 0; i < sc; i++) {
if (i < (uint32_t)p_material_overrides.size()) {
materials.write[i] = p_material_overrides[i];
}
}
geometry_instance_set_surface_materials(gi, materials);
if (cull_argument.size() == 0) {
cull_argument.push_back(nullptr);
}
cull_argument[0] = gi;
_render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
geometry_instance_free(gi);
TypedArray<Image> ret;
{
PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
Ref<Image> img;
img.instance();
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;
img.instance();
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;
img.instance();
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;
img.instance();
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;
}
void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
sdfgi_debug_probe_pos = p_position;
sdfgi_debug_probe_dir = p_dir;
}
RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
RID RendererSceneRenderRD::get_reflection_probe_buffer() {
return cluster.reflection_buffer;
}
RID RendererSceneRenderRD::get_omni_light_buffer() {
return cluster.omni_light_buffer;
}
RID RendererSceneRenderRD::get_spot_light_buffer() {
return cluster.spot_light_buffer;
}
RID RendererSceneRenderRD::get_directional_light_buffer() {
return cluster.directional_light_buffer;
}
RID RendererSceneRenderRD::get_decal_buffer() {
return cluster.decal_buffer;
}
int RendererSceneRenderRD::get_max_directional_lights() const {
return cluster.max_directional_lights;
}
bool RendererSceneRenderRD::is_low_end() const {
return low_end;
}
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
max_cluster_elements = GLOBAL_GET("rendering/cluster_builder/max_clustered_elements");
storage = p_storage;
singleton = this;
roughness_layers = GLOBAL_GET("rendering/quality/reflections/roughness_layers");
sky_ggx_samples_quality = GLOBAL_GET("rendering/quality/reflections/ggx_samples");
sky_use_cubemap_array = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1)));
sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1)));
sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1)));
directional_shadow.size = GLOBAL_GET("rendering/quality/directional_shadow/size");
directional_shadow.use_16_bits = GLOBAL_GET("rendering/quality/directional_shadow/16_bits");
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
low_end = GLOBAL_GET("rendering/quality/rd_renderer/use_low_end_renderer");
if (textures_per_stage < 48) {
low_end = true;
}
if (!low_end) {
//kinda complicated to compute the amount of slots, we try to use as many as we can
gi_probe_max_lights = 32;
gi_probe_lights = memnew_arr(GIProbeLight, gi_probe_max_lights);
gi_probe_lights_uniform = RD::get_singleton()->uniform_buffer_create(gi_probe_max_lights * sizeof(GIProbeLight));
gi_probe_quality = RS::GIProbeQuality(CLAMP(int(GLOBAL_GET("rendering/quality/gi_probes/quality")), 0, 1));
String defines = "\n#define MAX_LIGHTS " + itos(gi_probe_max_lights) + "\n";
Vector<String> versions;
versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
versions.push_back("\n#define MODE_SECOND_BOUNCE\n");
versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n");
versions.push_back("\n#define MODE_WRITE_TEXTURE\n");
versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n");
versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n");
versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
giprobe_shader.initialize(versions, defines);
giprobe_lighting_shader_version = giprobe_shader.version_create();
for (int i = 0; i < GI_PROBE_SHADER_VERSION_MAX; i++) {
giprobe_lighting_shader_version_shaders[i] = giprobe_shader.version_get_shader(giprobe_lighting_shader_version, i);
giprobe_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(giprobe_lighting_shader_version_shaders[i]);
}
}
if (!low_end) {
String defines;
Vector<String> versions;
versions.push_back("\n#define MODE_DEBUG_COLOR\n");
versions.push_back("\n#define MODE_DEBUG_LIGHT\n");
versions.push_back("\n#define MODE_DEBUG_EMISSION\n");
versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n");
giprobe_debug_shader.initialize(versions, defines);
giprobe_debug_shader_version = giprobe_debug_shader.version_create();
for (int i = 0; i < GI_PROBE_DEBUG_MAX; i++) {
giprobe_debug_shader_version_shaders[i] = giprobe_debug_shader.version_get_shader(giprobe_debug_shader_version, i);
RD::PipelineRasterizationState rs;
rs.cull_mode = RD::POLYGON_CULL_FRONT;
RD::PipelineDepthStencilState ds;
ds.enable_depth_test = true;
ds.enable_depth_write = true;
ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
giprobe_debug_shader_version_pipelines[i].setup(giprobe_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
}
/* SKY SHADER */
{
// Start with the directional lights for the sky
sky_scene_state.max_directional_lights = 4;
uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
// Initialize sky
Vector<String> sky_modes;
sky_modes.push_back(""); // Full size
sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
sky_shader.shader.initialize(sky_modes, defines);
}
// register our shader funds
storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
{
ShaderCompilerRD::DefaultIdentifierActions actions;
actions.renames["COLOR"] = "color";
actions.renames["ALPHA"] = "alpha";
actions.renames["EYEDIR"] = "cube_normal";
actions.renames["POSITION"] = "params.position_multiplier.xyz";
actions.renames["SKY_COORDS"] = "panorama_coords";
actions.renames["SCREEN_UV"] = "uv";
actions.renames["TIME"] = "params.time";
actions.renames["HALF_RES_COLOR"] = "half_res_color";
actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
actions.renames["RADIANCE"] = "radiance";
actions.renames["FOG"] = "custom_fog";
actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = 1;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
actions.global_buffer_array_variable = "global_variables.data";
sky_shader.compiler.initialize(actions);
}
{
// default material and shader for sky shader
sky_shader.default_shader = storage->shader_allocate();
storage->shader_initialize(sky_shader.default_shader);
storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
sky_shader.default_material = storage->material_allocate();
storage->material_initialize(sky_shader.default_material);
storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 0;
u.ids.resize(12);
RID *ids_ptr = u.ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(sky_scene_state.uniform_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(sky_scene_state.directional_light_buffer);
uniforms.push_back(u);
}
sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
}
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
u.ids.push_back(vfog);
uniforms.push_back(u);
}
sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
}
{
// Need defaults for using fog with clear color
sky_scene_state.fog_shader = storage->shader_allocate();
storage->shader_initialize(sky_scene_state.fog_shader);
storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
sky_scene_state.fog_material = storage->material_allocate();
storage->material_initialize(sky_scene_state.fog_material);
storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
}
if (!low_end) {
//SDFGI
{
Vector<String> preprocess_modes;
preprocess_modes.push_back("\n#define MODE_SCROLL\n");
preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n");
preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n");
preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n");
preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n");
preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n");
preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n");
preprocess_modes.push_back("\n#define MODE_OCCLUSION\n");
preprocess_modes.push_back("\n#define MODE_STORE\n");
String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n";
sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
for (int i = 0; i < SDGIShader::PRE_PROCESS_MAX; i++) {
sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
}
}
{
//calculate tables
String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
Vector<String> direct_light_modes;
direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n");
direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n");
sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
for (int i = 0; i < SDGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
}
}
{
//calculate tables
String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
if (sky_use_cubemap_array) {
defines += "\n#define USE_CUBEMAP_ARRAY\n";
}
Vector<String> integrate_modes;
integrate_modes.push_back("\n#define MODE_PROCESS\n");
integrate_modes.push_back("\n#define MODE_STORE\n");
integrate_modes.push_back("\n#define MODE_SCROLL\n");
integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n");
sdfgi_shader.integrate.initialize(integrate_modes, defines);
sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
for (int i = 0; i < SDGIShader::INTEGRATE_MODE_MAX; i++) {
sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
}
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 1;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
}
}
//GK
{
//calculate tables
String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
Vector<String> gi_modes;
gi_modes.push_back("\n#define USE_GIPROBES\n");
gi_modes.push_back("\n#define USE_SDFGI\n");
gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_GIPROBES\n");
gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n");
gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
gi.shader.initialize(gi_modes, defines);
gi.shader_version = gi.shader.version_create();
for (int i = 0; i < GI::MODE_MAX; i++) {
gi.pipelines[i] = RD::get_singleton()->compute_pipeline_create(gi.shader.version_get_shader(gi.shader_version, i));
}
gi.sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(GI::SDFGIData));
}
{
String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
Vector<String> debug_modes;
debug_modes.push_back("");
sdfgi_shader.debug.initialize(debug_modes, defines);
sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
}
{
String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
Vector<String> versions;
versions.push_back("\n#define MODE_PROBES\n");
versions.push_back("\n#define MODE_VISIBILITY\n");
sdfgi_shader.debug_probes.initialize(versions, defines);
sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
{
RD::PipelineRasterizationState rs;
rs.cull_mode = RD::POLYGON_CULL_DISABLED;
RD::PipelineDepthStencilState ds;
ds.enable_depth_test = true;
ds.enable_depth_write = true;
ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
for (int i = 0; i < SDGIShader::PROBE_DEBUG_MAX; i++) {
RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
}
}
default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
}
{ //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);
}
{ //reflections
cluster.max_reflections = max_cluster_elements;
cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
}
{ //lights
cluster.max_lights = max_cluster_elements;
uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
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);
//defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
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);
}
if (!low_end) {
String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\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.shader.initialize(volumetric_fog_modes, defines);
volumetric_fog.shader_version = volumetric_fog.shader.version_create();
for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
}
volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
}
{
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.enable_compare = true;
sampler.compare_op = RD::COMPARE_OP_LESS;
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"), GLOBAL_GET("rendering/quality/ssao/adaptive_target"), GLOBAL_GET("rendering/quality/ssao/blur_passes"), GLOBAL_GET("rendering/quality/ssao/fadeout_from"), GLOBAL_GET("rendering/quality/ssao/fadeout_to"));
screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled");
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");
glow_bicubic_upscale = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
glow_high_quality = GLOBAL_GET("rendering/quality/glow/use_high_quality");
ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/quality/screen_space_reflection/roughness_quality")));
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
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);
shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality"))));
directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality"))));
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/volumetric_fog/use_filter"));
cull_argument.set_page_pool(&cull_argument_pool);
gi.half_resolution = GLOBAL_GET("rendering/quality/gi/use_half_resolution");
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
RD::get_singleton()->free(E->get().cubemap);
}
if (sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
RD::get_singleton()->free(sky_scene_state.uniform_set);
}
if (!low_end) {
RD::get_singleton()->free(default_giprobe_buffer);
RD::get_singleton()->free(gi_probe_lights_uniform);
RD::get_singleton()->free(gi.sdfgi_ubo);
giprobe_debug_shader.version_free(giprobe_debug_shader_version);
giprobe_shader.version_free(giprobe_lighting_shader_version);
gi.shader.version_free(gi.shader_version);
sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
volumetric_fog.shader.version_free(volumetric_fog.shader_version);
RD::get_singleton()->free(volumetric_fog.params_ubo);
memdelete_arr(gi_probe_lights);
}
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
sky_shader.shader.version_free(md->shader_data->version);
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
RD::get_singleton()->free(sky_scene_state.uniform_buffer);
memdelete_arr(sky_scene_state.directional_lights);
memdelete_arr(sky_scene_state.last_frame_directional_lights);
storage->free(sky_shader.default_shader);
storage->free(sky_shader.default_material);
storage->free(sky_scene_state.fog_shader);
storage->free(sky_scene_state.fog_material);
memdelete_arr(directional_penumbra_shadow_kernel);
memdelete_arr(directional_soft_shadow_kernel);
memdelete_arr(penumbra_shadow_kernel);
memdelete_arr(soft_shadow_kernel);
{
RD::get_singleton()->free(cluster.directional_light_buffer);
RD::get_singleton()->free(cluster.omni_light_buffer);
RD::get_singleton()->free(cluster.spot_light_buffer);
RD::get_singleton()->free(cluster.reflection_buffer);
RD::get_singleton()->free(cluster.decal_buffer);
memdelete_arr(cluster.directional_lights);
memdelete_arr(cluster.omni_lights);
memdelete_arr(cluster.spot_lights);
memdelete_arr(cluster.omni_light_sort);
memdelete_arr(cluster.spot_light_sort);
memdelete_arr(cluster.reflections);
memdelete_arr(cluster.reflection_sort);
memdelete_arr(cluster.decals);
memdelete_arr(cluster.decal_sort);
}
RD::get_singleton()->free(shadow_sampler);
directional_shadow_atlas_set_size(0);
cull_argument.reset(); //avoid exit error
}