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/*************************************************************************/
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/* renderer_scene_render_rd.cpp */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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# include "renderer_scene_render_rd.h"
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# include "core/config/project_settings.h"
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# include "core/os/os.h"
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# include "renderer_compositor_rd.h"
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# include "servers/rendering/rendering_server_default.h"
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uint64_t RendererSceneRenderRD : : auto_exposure_counter = 2 ;
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void get_vogel_disk ( float * r_kernel , int p_sample_count ) {
const float golden_angle = 2.4 ;
for ( int i = 0 ; i < p_sample_count ; i + + ) {
float r = Math : : sqrt ( float ( i ) + 0.5 ) / Math : : sqrt ( float ( p_sample_count ) ) ;
float theta = float ( i ) * golden_angle ;
r_kernel [ i * 4 ] = Math : : cos ( theta ) * r ;
r_kernel [ i * 4 + 1 ] = Math : : sin ( theta ) * r ;
}
}
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void RendererSceneRenderRD : : _clear_reflection_data ( ReflectionData & rd ) {
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rd . layers . clear ( ) ;
rd . radiance_base_cubemap = RID ( ) ;
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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 ( ) ;
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}
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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 ) {
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//recreate radiance and all data
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int mipmaps = p_mipmaps ;
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uint32_t w = p_size , h = p_size ;
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if ( p_use_array ) {
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int layers = p_low_quality ? 8 : roughness_layers ;
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for ( int i = 0 ; i < layers ; i + + ) {
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ReflectionData : : Layer layer ;
uint32_t mmw = w ;
uint32_t mmh = h ;
layer . mipmaps . resize ( mipmaps ) ;
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layer . views . resize ( mipmaps ) ;
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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 + + ) {
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mm . views [ k ] = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , p_base_cube , p_base_layer + i * 6 + k , j ) ;
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Vector < RID > fbtex ;
fbtex . push_back ( mm . views [ k ] ) ;
mm . framebuffers [ k ] = RD : : get_singleton ( ) - > framebuffer_create ( fbtex ) ;
}
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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 ) ;
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mmw = MAX ( 1 , mmw > > 1 ) ;
mmh = MAX ( 1 , mmh > > 1 ) ;
}
rd . layers . push_back ( layer ) ;
}
} else {
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mipmaps = p_low_quality ? 8 : mipmaps ;
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//regular cubemap, lower quality (aliasing, less memory)
ReflectionData : : Layer layer ;
uint32_t mmw = w ;
uint32_t mmh = h ;
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layer . mipmaps . resize ( mipmaps ) ;
layer . views . resize ( mipmaps ) ;
for ( int j = 0 ; j < mipmaps ; j + + ) {
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ReflectionData : : Layer : : Mipmap & mm = layer . mipmaps . write [ j ] ;
mm . size . width = mmw ;
mm . size . height = mmh ;
for ( int k = 0 ; k < 6 ; k + + ) {
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mm . views [ k ] = RD : : get_singleton ( ) - > texture_create_shared_from_slice ( RD : : TextureView ( ) , p_base_cube , p_base_layer + k , j ) ;
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Vector < RID > fbtex ;
fbtex . push_back ( mm . views [ k ] ) ;
mm . framebuffers [ k ] = RD : : get_singleton ( ) - > framebuffer_create ( fbtex ) ;
}
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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 ) ;
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mmw = MAX ( 1 , mmw > > 1 ) ;
mmh = MAX ( 1 , mmh > > 1 ) ;
}
rd . layers . push_back ( layer ) ;
}
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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 ) ;
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RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = 64 ; // Always 64x64
tf . height = 64 ;
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tf . texture_type = RD : : TEXTURE_TYPE_CUBE ;
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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 ) ;
}
}
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}
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void RendererSceneRenderRD : : _create_reflection_fast_filter ( ReflectionData & rd , bool p_use_arrays ) {
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storage - > get_effects ( ) - > cubemap_downsample ( rd . radiance_base_cubemap , rd . downsampled_layer . mipmaps [ 0 ] . view , rd . downsampled_layer . mipmaps [ 0 ] . size ) ;
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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 ) ;
}
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Vector < RID > views ;
if ( p_use_arrays ) {
for ( int i = 1 ; i < rd . layers . size ( ) ; i + + ) {
views . push_back ( rd . layers [ i ] . views [ 0 ] ) ;
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}
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} 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 ) ;
}
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void RendererSceneRenderRD : : _create_reflection_importance_sample ( ReflectionData & rd , bool p_use_arrays , int p_cube_side , int p_base_layer ) {
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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 ) ;
}
}
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void RendererSceneRenderRD : : _update_reflection_mipmaps ( ReflectionData & rd , int p_start , int p_end ) {
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for ( int i = p_start ; i < p_end ; i + + ) {
for ( int j = 0 ; j < rd . layers [ i ] . mipmaps . size ( ) - 1 ; j + + ) {
for ( int k = 0 ; k < 6 ; k + + ) {
RID view = rd . layers [ i ] . mipmaps [ j ] . views [ k ] ;
RID texture = rd . layers [ i ] . mipmaps [ j + 1 ] . views [ k ] ;
Size2i size = rd . layers [ i ] . mipmaps [ j + 1 ] . size ;
storage - > get_effects ( ) - > make_mipmap ( view , texture , size ) ;
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}
}
}
}
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void RendererSceneRenderRD : : _sdfgi_erase ( RenderBuffers * rb ) {
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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 ) ;
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RD : : get_singleton ( ) - > free ( rb - > sdfgi - > ambient_texture ) ;
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RD : : get_singleton ( ) - > free ( rb - > sdfgi - > cascades_ubo ) ;
memdelete ( rb - > sdfgi ) ;
rb - > sdfgi = nullptr ;
}
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const Vector3i RendererSceneRenderRD : : SDFGI : : Cascade : : DIRTY_ALL = Vector3i ( 0x7FFFFFFF , 0x7FFFFFFF , 0x7FFFFFFF ) ;
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void RendererSceneRenderRD : : sdfgi_update ( RID p_render_buffers , RID p_environment , const Vector3 & p_world_position ) {
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Environment * env = environment_owner . getornull ( p_environment ) ;
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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 ;
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tf_sdf . texture_type = RD : : TEXTURE_TYPE_3D ;
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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 ;
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tf_probes . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
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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
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tf_probe_average . texture_type = RD : : TEXTURE_TYPE_2D ;
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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 ) ;
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//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 ;
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tf_ambient . texture_type = RD : : TEXTURE_TYPE_2D_ARRAY ;
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//lightprobe texture is an octahedral texture
sdfgi - > ambient_texture = RD : : get_singleton ( ) - > texture_create ( tf_ambient , RD : : TextureView ( ) ) ;
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}
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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 2 ;
u . ids . push_back ( sdfgi - > render_albedo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 4 ;
u . ids . push_back ( sdfgi - > render_emission ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 5 ;
u . ids . push_back ( sdfgi - > render_emission_aniso ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 6 ;
u . ids . push_back ( sdfgi - > render_geom_facing ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 7 ;
u . ids . push_back ( cascade . sdf_tex ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 8 ;
u . ids . push_back ( sdfgi - > occlusion_data ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 10 ;
u . ids . push_back ( cascade . solid_cell_dispatch_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 1 ;
u . ids . push_back ( sdfgi - > render_albedo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 2 ;
u . ids . push_back ( sdfgi - > render_geom_facing ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 3 ;
u . ids . push_back ( sdfgi - > render_emission ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 4 ;
u . ids . push_back ( sdfgi - > render_emission_aniso ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 5 ;
u . ids . push_back ( cascade . solid_cell_dispatch_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . ids . push_back ( cascade . solid_cell_dispatch_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . ids . push_back ( cascade . solid_cell_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 5 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . ids . push_back ( cascade . light_data ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 6 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . ids . push_back ( cascade . light_aniso_0_tex ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 7 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . ids . push_back ( cascade . light_aniso_1_tex ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 8 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . ids . push_back ( rb - > sdfgi - > cascades_ubo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 9 ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . ids . push_back ( cascade . lights_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 10 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . ids . push_back ( rb - > sdfgi - > lightprobe_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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 1 ;
u . ids . push_back ( sdfgi - > render_albedo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 1 ;
u . ids . push_back ( sdfgi - > render_albedo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 1 ;
u . ids . push_back ( sdfgi - > render_sdf [ 0 ] ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 1 ;
u . ids . push_back ( sdfgi - > render_sdf_half [ 0 ] ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 1 ;
u . ids . push_back ( sdfgi - > render_albedo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 1 ;
u . ids . push_back ( sdfgi - > render_albedo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 7 ;
u . ids . push_back ( sdfgi - > cascades_ubo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 8 ;
u . ids . push_back ( sdfgi - > lightprobe_data ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 9 ;
u . ids . push_back ( sdfgi - > cascades [ i ] . lightprobe_history_tex ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 10 ;
u . ids . push_back ( sdfgi - > cascades [ i ] . lightprobe_average_tex ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 11 ;
u . ids . push_back ( sdfgi - > lightprobe_history_scroll ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 12 ;
u . ids . push_back ( sdfgi - > lightprobe_average_scroll ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 13 ;
RID parent_average ;
if ( i < sdfgi - > cascades . size ( ) - 1 ) {
parent_average = sdfgi - > cascades [ i + 1 ] . lightprobe_average_tex ;
} else {
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parent_average = sdfgi - > cascades [ i - 1 ] . lightprobe_average_tex ; //to use something, but it won't be used
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}
u . ids . push_back ( parent_average ) ;
uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 14 ;
u . ids . push_back ( sdfgi - > ambient_texture ) ;
uniforms . push_back ( u ) ;
}
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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 - > uses_multibounce = env - > sdfgi_use_multibounce ;
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 - > uses_multibounce = env - > sdfgi_use_multibounce ;
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 ;
}
}
}
}
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int RendererSceneRenderRD : : sdfgi_get_pending_region_count ( RID p_render_buffers ) const {
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RenderBuffers * rb = render_buffers_owner . 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 ;
}
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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 {
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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 ;
}
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AABB RendererSceneRenderRD : : sdfgi_get_pending_region_bounds ( RID p_render_buffers , int p_region ) const {
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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 ;
}
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uint32_t RendererSceneRenderRD : : sdfgi_get_pending_region_cascade ( RID p_render_buffers , int p_region ) const {
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AABB bounds ;
Vector3i from ;
Vector3i size ;
return _sdfgi_get_pending_region_data ( p_render_buffers , p_region , from , size , bounds ) ;
}
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void RendererSceneRenderRD : : _sdfgi_update_cascades ( RID p_render_buffers ) {
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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 , true ) ;
}
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void RendererSceneRenderRD : : sdfgi_update_probes ( RID p_render_buffers , RID p_environment , const RID * p_directional_light_instances , uint32_t p_directional_light_count , const RID * p_positional_light_instances , uint32_t p_positional_light_count ) {
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RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND ( rb = = nullptr ) ;
if ( rb - > sdfgi = = nullptr ) {
return ;
}
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Environment * env = environment_owner . getornull ( p_environment ) ;
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RENDER_TIMESTAMP ( " >SDFGI Update Probes " ) ;
/* Update Cascades UBO */
_sdfgi_update_cascades ( p_render_buffers ) ;
/* Update Dynamic Lights Buffer */
RENDER_TIMESTAMP ( " Update Lights " ) ;
/* Update dynamic lights */
{
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int32_t cascade_light_count [ SDFGI : : MAX_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 < p_directional_light_count ; j + + ) {
if ( idx = = SDFGI : : MAX_DYNAMIC_LIGHTS ) {
break ;
}
LightInstance * li = light_instance_owner . getornull ( p_directional_light_instances [ j ] ) ;
ERR_CONTINUE ( ! li ) ;
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if ( storage - > light_directional_is_sky_only ( li - > light ) ) {
continue ;
}
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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 < p_positional_light_count ; j + + ) {
if ( idx = = SDFGI : : MAX_DYNAMIC_LIGHTS ) {
break ;
}
LightInstance * li = light_instance_owner . getornull ( p_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 ] . spot_angle = Math : : deg2rad ( storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_SPOT_ANGLE ) ) ;
lights [ idx ] . spot_attenuation = 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 , true ) ;
}
cascade_light_count [ i ] = idx ;
}
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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 . multibounce = rb - > sdfgi - > uses_multibounce ;
push_constant . y_mult = rb - > sdfgi - > y_mult ;
push_constant . process_offset = 0 ;
push_constant . process_increment = 1 ;
for ( uint32_t i = 0 ; i < rb - > sdfgi - > cascades . size ( ) ; i + + ) {
SDFGI : : Cascade & cascade = rb - > sdfgi - > cascades [ i ] ;
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push_constant . light_count = cascade_light_count [ i ] ;
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push_constant . cascade = i ;
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 ( ) ;
}
RENDER_TIMESTAMP ( " Raytrace " ) ;
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 ] = { 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 ;
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push_constant . store_ambient_texture = env - > volumetric_fog_enabled ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 0 ;
u . ids . push_back ( sky - > radiance ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ( ) ;
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 , 8 , 8 , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ; //wait until done
// 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 : : 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_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 , 8 , 8 , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
RENDER_TIMESTAMP ( " <SDFGI Update Probes " ) ;
}
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void RendererSceneRenderRD : : _setup_giprobes ( RID p_render_buffers , const Transform & p_transform , RID * p_gi_probe_cull_result , int p_gi_probe_cull_count , uint32_t & r_gi_probes_used ) {
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r_gi_probes_used = 0 ;
RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND ( rb = = nullptr ) ;
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 < p_gi_probe_cull_count ) {
GIProbeInstance * gipi = gi_probe_instance_owner . getornull ( p_gi_probe_cull_result [ 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 ( ) ) {
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texture = storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
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}
if ( texture ! = rb - > giprobe_textures [ i ] ) {
giprobes_changed = true ;
rb - > giprobe_textures [ i ] = texture ;
}
}
if ( giprobes_changed ) {
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if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > gi_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( rb - > gi_uniform_set ) ;
}
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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_probe_cull_count > 0 ) {
RD : : get_singleton ( ) - > buffer_update ( gi_probe_buffer , 0 , sizeof ( GI : : GIProbeData ) * MIN ( RenderBuffers : : MAX_GIPROBES , p_gi_probe_cull_count ) , gi_probe_data , true ) ;
}
}
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void RendererSceneRenderRD : : _process_gi ( RID p_render_buffers , RID p_normal_roughness_buffer , RID p_ambient_buffer , RID p_reflection_buffer , RID p_gi_probe_buffer , RID p_environment , const CameraMatrix & p_projection , const Transform & p_transform , RID * p_gi_probe_cull_result , int p_gi_probe_cull_count ) {
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RENDER_TIMESTAMP ( " Render GI " ) ;
RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND ( rb = = nullptr ) ;
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Environment * env = environment_owner . getornull ( p_environment ) ;
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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 ( RenderBuffers : : MAX_GIPROBES , p_gi_probe_cull_count ) ;
push_constant . high_quality_vct = gi_probe_quality = = RS : : GI_PROBE_QUALITY_HIGH ;
push_constant . use_sdfgi = rb - > sdfgi ! = nullptr ;
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 - > sdfgi ) {
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 , true ) ;
}
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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 5 ;
if ( rb - > sdfgi ) {
u . ids . push_back ( rb - > sdfgi - > occlusion_texture ) ;
} else {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 9 ;
u . ids . push_back ( p_ambient_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 10 ;
u . ids . push_back ( p_reflection_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 11 ;
if ( rb - > sdfgi ) {
u . ids . push_back ( rb - > sdfgi - > lightprobe_texture ) ;
} else {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE ) ) ;
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}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 12 ;
u . ids . push_back ( rb - > depth_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 13 ;
u . ids . push_back ( p_normal_roughness_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 14 ;
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RID buffer = p_gi_probe_buffer . is_valid ( ) ? p_gi_probe_buffer : storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
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u . ids . push_back ( buffer ) ;
uniforms . push_back ( u ) ;
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}
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{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 15 ;
u . ids . push_back ( gi . sdfgi_ubo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 16 ;
u . ids . push_back ( rb - > giprobe_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 17 ;
for ( int i = 0 ; i < RenderBuffers : : MAX_GIPROBES ; i + + ) {
u . ids . push_back ( rb - > giprobe_textures [ i ] ) ;
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}
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uniforms . push_back ( u ) ;
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}
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rb - > gi_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , gi . shader . version_get_shader ( gi . shader_version , 0 ) , 0 ) ;
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}
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , gi . pipelines [ 0 ] ) ;
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 ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > width , rb - > height , 1 , 8 , 8 , 1 ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
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RID RendererSceneRenderRD : : sky_create ( ) {
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return sky_owner . make_rid ( Sky ( ) ) ;
}
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void RendererSceneRenderRD : : _sky_invalidate ( Sky * p_sky ) {
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if ( ! p_sky - > dirty ) {
p_sky - > dirty = true ;
p_sky - > dirty_list = dirty_sky_list ;
dirty_sky_list = p_sky ;
}
}
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void RendererSceneRenderRD : : sky_set_radiance_size ( RID p_sky , int p_radiance_size ) {
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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 ;
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if ( sky - > mode = = RS : : SKY_MODE_REALTIME & & sky - > radiance_size ! = 256 ) {
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WARN_PRINT ( " Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally. " ) ;
sky - > radiance_size = 256 ;
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}
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_sky_invalidate ( sky ) ;
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if ( sky - > radiance . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( sky - > radiance ) ;
sky - > radiance = RID ( ) ;
}
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_clear_reflection_data ( sky - > reflection ) ;
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}
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void RendererSceneRenderRD : : sky_set_mode ( RID p_sky , RS : : SkyMode p_mode ) {
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Sky * sky = sky_owner . getornull ( p_sky ) ;
ERR_FAIL_COND ( ! sky ) ;
if ( sky - > mode = = p_mode ) {
return ;
}
sky - > mode = p_mode ;
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if ( sky - > mode = = RS : : SKY_MODE_REALTIME & & sky - > radiance_size ! = 256 ) {
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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 ) ;
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}
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_sky_invalidate ( sky ) ;
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if ( sky - > radiance . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( sky - > radiance ) ;
sky - > radiance = RID ( ) ;
}
_clear_reflection_data ( sky - > reflection ) ;
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}
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void RendererSceneRenderRD : : sky_set_material ( RID p_sky , RID p_material ) {
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Sky * sky = sky_owner . getornull ( p_sky ) ;
ERR_FAIL_COND ( ! sky ) ;
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sky - > material = p_material ;
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_sky_invalidate ( sky ) ;
}
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Ref < Image > RendererSceneRenderRD : : sky_bake_panorama ( RID p_sky , float p_energy , bool p_bake_irradiance , const Size2i & p_size ) {
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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 > ( ) ;
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}
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void RendererSceneRenderRD : : _update_dirty_skys ( ) {
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Sky * sky = dirty_sky_list ;
while ( sky ) {
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bool texture_set_dirty = false ;
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//update sky configuration if texture is missing
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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 ;
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int layers = roughness_layers ;
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if ( sky - > mode = = RS : : SKY_MODE_REALTIME ) {
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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 " ) ;
}
}
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if ( sky_use_cubemap_array ) {
//array (higher quality, 6 times more memory)
RD : : TextureFormat tf ;
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tf . array_layers = layers * 6 ;
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tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
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tf . texture_type = RD : : TEXTURE_TYPE_CUBE_ARRAY ;
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tf . mipmaps = mipmaps ;
tf . width = w ;
tf . height = h ;
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tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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sky - > radiance = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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_update_reflection_data ( sky - > reflection , sky - > radiance_size , mipmaps , true , sky - > radiance , 0 , sky - > mode = = RS : : SKY_MODE_REALTIME ) ;
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} else {
//regular cubemap, lower quality (aliasing, less memory)
RD : : TextureFormat tf ;
tf . array_layers = 6 ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
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tf . texture_type = RD : : TEXTURE_TYPE_CUBE ;
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tf . mipmaps = MIN ( mipmaps , layers ) ;
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tf . width = w ;
tf . height = h ;
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tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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sky - > radiance = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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_update_reflection_data ( sky - > reflection , sky - > radiance_size , MIN ( mipmaps , layers ) , false , sky - > radiance , 0 , sky - > mode = = RS : : SKY_MODE_REALTIME ) ;
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}
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texture_set_dirty = true ;
}
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// Create subpass buffers if they haven't been created already
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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 ;
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tformat . texture_type = RD : : TEXTURE_TYPE_2D ;
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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 ;
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tformat . texture_type = RD : : TEXTURE_TYPE_2D ;
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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 ( ) ;
}
}
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}
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sky - > reflection . dirty = true ;
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sky - > processing_layer = 0 ;
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Sky * next = sky - > dirty_list ;
sky - > dirty_list = nullptr ;
sky - > dirty = false ;
sky = next ;
}
dirty_sky_list = nullptr ;
}
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RID RendererSceneRenderRD : : sky_get_radiance_texture_rd ( RID p_sky ) const {
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Sky * sky = sky_owner . getornull ( p_sky ) ;
ERR_FAIL_COND_V ( ! sky , RID ( ) ) ;
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return sky - > radiance ;
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}
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RID RendererSceneRenderRD : : sky_get_radiance_uniform_set_rd ( RID p_sky , RID p_shader , int p_set ) const {
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 ;
}
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RID RendererSceneRenderRD : : _get_sky_textures ( Sky * p_sky , SkyTextureSetVersion p_version ) {
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 0 ;
if ( p_sky - > radiance . is_valid ( ) & & p_version < = SKY_TEXTURE_SET_QUARTER_RES ) {
u . ids . push_back ( p_sky - > radiance ) ;
} else {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_CUBEMAP_BLACK ) ) ;
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}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 1 ; // half res
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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 ] ) ;
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} else {
u . ids . push_back ( p_sky - > half_res_pass ) ;
}
} else {
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if ( p_version < SKY_TEXTURE_SET_CUBEMAP ) {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ) ;
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} else {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_CUBEMAP_BLACK ) ) ;
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}
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}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 2 ; // quarter res
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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 ] ) ;
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} else {
u . ids . push_back ( p_sky - > quarter_res_pass ) ;
}
} else {
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if ( p_version < SKY_TEXTURE_SET_CUBEMAP ) {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ) ;
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} else {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_CUBEMAP_BLACK ) ) ;
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}
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}
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 ] ;
}
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RID RendererSceneRenderRD : : sky_get_material ( RID p_sky ) const {
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Sky * sky = sky_owner . getornull ( p_sky ) ;
ERR_FAIL_COND_V ( ! sky , RID ( ) ) ;
return sky - > material ;
}
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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 ) {
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ERR_FAIL_COND ( ! is_environment ( p_environment ) ) ;
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SkyMaterialData * material = nullptr ;
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Sky * sky = sky_owner . getornull ( environment_get_sky ( p_environment ) ) ;
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RID sky_material ;
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RS : : EnvironmentBG background = environment_get_background ( p_environment ) ;
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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 ( ) ) {
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material = ( SkyMaterialData * ) storage - > material_get_data ( sky_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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if ( ! material | | ! material - > shader_data - > valid ) {
material = nullptr ;
}
}
if ( ! material ) {
sky_material = sky_shader . default_material ;
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material = ( SkyMaterialData * ) storage - > material_get_data ( sky_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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}
}
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if ( background = = RS : : ENV_BG_CLEAR_COLOR | | background = = RS : : ENV_BG_COLOR ) {
sky_material = sky_scene_state . fog_material ;
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material = ( SkyMaterialData * ) storage - > material_get_data ( sky_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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}
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 ) {
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PipelineCacheRD * pipeline = & shader_data - > pipelines [ SKY_VERSION_QUARTER_RES ] ;
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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 ) ;
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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 ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
if ( shader_data - > uses_half_res ) {
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PipelineCacheRD * pipeline = & shader_data - > pipelines [ SKY_VERSION_HALF_RES ] ;
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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 ) ;
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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 ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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PipelineCacheRD * pipeline = & shader_data - > pipelines [ SKY_VERSION_BACKGROUND ] ;
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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 ;
}
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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 ) ;
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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 ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void RendererSceneRenderRD : : _setup_sky ( RID p_environment , RID p_render_buffers , const CameraMatrix & p_projection , const Transform & p_transform , const Size2i p_screen_size ) {
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ERR_FAIL_COND ( ! is_environment ( p_environment ) ) ;
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SkyMaterialData * material = nullptr ;
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Sky * sky = sky_owner . getornull ( environment_get_sky ( p_environment ) ) ;
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RID sky_material ;
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SkyShaderData * shader_data = nullptr ;
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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 ( ) ) {
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material = ( SkyMaterialData * ) storage - > material_get_data ( sky_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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if ( ! material | | ! material - > shader_data - > valid ) {
material = nullptr ;
}
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}
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if ( ! material ) {
sky_material = sky_shader . default_material ;
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material = ( SkyMaterialData * ) storage - > material_get_data ( sky_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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}
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ERR_FAIL_COND ( ! material ) ;
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shader_data = material - > shader_data ;
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ERR_FAIL_COND ( ! shader_data ) ;
}
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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 ) ;
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}
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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 ) ;
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}
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}
// 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 ( ) ) {
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_sky_invalidate ( sky ) ;
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_update_dirty_skys ( ) ;
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}
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if ( shader_data - > uses_time & & time - sky - > prev_time > 0.00001 ) {
sky - > prev_time = time ;
sky - > reflection . dirty = true ;
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RenderingServerDefault : : redraw_request ( ) ;
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}
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if ( material ! = sky - > prev_material ) {
sky - > prev_material = material ;
sky - > reflection . dirty = true ;
}
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if ( material - > uniform_set_updated ) {
material - > uniform_set_updated = false ;
sky - > reflection . dirty = true ;
}
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if ( ! p_transform . origin . is_equal_approx ( sky - > prev_position ) & & shader_data - > uses_position ) {
sky - > prev_position = p_transform . origin ;
sky - > reflection . dirty = true ;
}
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if ( shader_data - > uses_light ) {
// Check whether the directional_light_buffer changes
bool light_data_dirty = false ;
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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 ;
}
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}
}
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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 , true ) ;
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RendererSceneRenderRD : : SkyDirectionalLightData * temp = sky_scene_state . last_frame_directional_lights ;
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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 ;
}
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}
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}
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//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 ;
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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 ;
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}
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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 ;
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}
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}
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RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set ( p_render_buffers ) ;
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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 ;
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}
}
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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 ) ;
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sky_scene_state . ubo . fog_aerial_perspective = environment_get_fog_aerial_perspective ( p_environment ) ;
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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 , true ) ;
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}
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void RendererSceneRenderRD : : _update_sky ( RID p_environment , const CameraMatrix & p_projection , const Transform & p_transform ) {
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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 ) ) ;
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SkyMaterialData * material = nullptr ;
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if ( sky_material . is_valid ( ) ) {
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material = ( SkyMaterialData * ) storage - > material_get_data ( sky_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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if ( ! material | | ! material - > shader_data - > valid ) {
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material = nullptr ;
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}
}
if ( ! material ) {
sky_material = sky_shader . default_material ;
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material = ( SkyMaterialData * ) storage - > material_get_data ( sky_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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}
ERR_FAIL_COND ( ! material ) ;
SkyShaderData * shader_data = material - > shader_data ;
ERR_FAIL_COND ( ! shader_data ) ;
float multiplier = environment_get_bg_energy ( p_environment ) ;
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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 ( ) ;
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// Update radiance cubemap
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if ( sky - > reflection . dirty & & ( sky - > processing_layer > = max_processing_layer | | update_single_frame ) ) {
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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 ) {
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PipelineCacheRD * pipeline = & shader_data - > pipelines [ SKY_VERSION_CUBEMAP_QUARTER_RES ] ;
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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 ] ) ;
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RID texture_uniform_set = _get_sky_textures ( sky , SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES ) ;
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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 ) ;
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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 ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
}
if ( shader_data - > uses_half_res ) {
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PipelineCacheRD * pipeline = & shader_data - > pipelines [ SKY_VERSION_CUBEMAP_HALF_RES ] ;
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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 ] ) ;
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RID texture_uniform_set = _get_sky_textures ( sky , SKY_TEXTURE_SET_CUBEMAP_HALF_RES ) ;
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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 ) ;
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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 ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
}
RD : : DrawListID cubemap_draw_list ;
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PipelineCacheRD * pipeline = & shader_data - > pipelines [ SKY_VERSION_CUBEMAP ] ;
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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 ] ) ;
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RID texture_uniform_set = _get_sky_textures ( sky , SKY_TEXTURE_SET_CUBEMAP ) ;
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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 ) ;
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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 ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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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 ( ) ) ;
}
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} else {
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if ( update_single_frame ) {
for ( int i = 1 ; i < max_processing_layer ; i + + ) {
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_create_reflection_importance_sample ( sky - > reflection , sky_use_cubemap_array , 10 , i ) ;
}
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if ( sky_use_cubemap_array ) {
_update_reflection_mipmaps ( sky - > reflection , 0 , sky - > reflection . layers . size ( ) ) ;
}
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} else {
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if ( sky_use_cubemap_array ) {
// Multi-Frame so just update the first array level
_update_reflection_mipmaps ( sky - > reflection , 0 , 1 ) ;
}
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}
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sky - > processing_layer = 1 ;
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}
sky - > reflection . dirty = false ;
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} 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 + + ;
}
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}
}
/* SKY SHADER */
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void RendererSceneRenderRD : : SkyShaderData : : set_code ( const String & p_code ) {
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//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 ;
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actions . usage_flag_pointers [ " LIGHT0_SIZE " ] = & uses_light ;
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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 ;
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actions . usage_flag_pointers [ " LIGHT1_SIZE " ] = & uses_light ;
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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 ;
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actions . usage_flag_pointers [ " LIGHT2_SIZE " ] = & uses_light ;
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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 ;
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actions . usage_flag_pointers [ " LIGHT3_SIZE " ] = & uses_light ;
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actions . uniforms = & uniforms ;
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RendererSceneRenderRD * scene_singleton = ( RendererSceneRenderRD * ) RendererSceneRenderRD : : singleton ;
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Error err = scene_singleton - > sky_shader . compiler . compile ( RS : : SHADER_SKY , code , & actions , path , gen_code ) ;
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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 ;
}
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void RendererSceneRenderRD : : SkyShaderData : : set_default_texture_param ( const StringName & p_name , RID p_texture ) {
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if ( ! p_texture . is_valid ( ) ) {
default_texture_params . erase ( p_name ) ;
} else {
default_texture_params [ p_name ] = p_texture ;
}
}
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void RendererSceneRenderRD : : SkyShaderData : : get_param_list ( List < PropertyInfo > * p_param_list ) const {
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Map < int , StringName > order ;
for ( Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > : : Element * E = uniforms . front ( ) ; E ; E = E - > next ( ) ) {
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if ( E - > get ( ) . scope = = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_GLOBAL | | E - > get ( ) . scope = = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
continue ;
}
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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 ) ;
}
}
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void RendererSceneRenderRD : : SkyShaderData : : get_instance_param_list ( List < RendererStorage : : InstanceShaderParam > * p_param_list ) const {
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for ( Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > : : Element * E = uniforms . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
continue ;
}
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RendererStorage : : InstanceShaderParam p ;
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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 ) ;
}
}
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bool RendererSceneRenderRD : : SkyShaderData : : is_param_texture ( const StringName & p_param ) const {
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if ( ! uniforms . has ( p_param ) ) {
return false ;
}
return uniforms [ p_param ] . texture_order > = 0 ;
}
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bool RendererSceneRenderRD : : SkyShaderData : : is_animated ( ) const {
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return false ;
}
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bool RendererSceneRenderRD : : SkyShaderData : : casts_shadows ( ) const {
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return false ;
}
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Variant RendererSceneRenderRD : : SkyShaderData : : get_default_parameter ( const StringName & p_parameter ) const {
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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 ( ) ;
}
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RendererSceneRenderRD : : SkyShaderData : : SkyShaderData ( ) {
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valid = false ;
}
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RendererSceneRenderRD : : SkyShaderData : : ~ SkyShaderData ( ) {
RendererSceneRenderRD * scene_singleton = ( RendererSceneRenderRD * ) RendererSceneRenderRD : : singleton ;
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ERR_FAIL_COND ( ! scene_singleton ) ;
//pipeline variants will clear themselves if shader is gone
if ( version . is_valid ( ) ) {
scene_singleton - > sky_shader . shader . version_free ( version ) ;
}
}
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RendererStorageRD : : ShaderData * RendererSceneRenderRD : : _create_sky_shader_func ( ) {
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SkyShaderData * shader_data = memnew ( SkyShaderData ) ;
return shader_data ;
}
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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 ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 ) ;
}
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RendererSceneRenderRD : : SkyMaterialData : : ~ SkyMaterialData ( ) {
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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 ) ;
}
}
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RendererStorageRD : : MaterialData * RendererSceneRenderRD : : _create_sky_material_func ( SkyShaderData * p_shader ) {
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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 ;
}
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RID RendererSceneRenderRD : : environment_create ( ) {
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return environment_owner . make_rid ( Environment ( ) ) ;
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}
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void RendererSceneRenderRD : : environment_set_background ( RID p_env , RS : : EnvironmentBG p_bg ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > background = p_bg ;
}
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void RendererSceneRenderRD : : environment_set_sky ( RID p_env , RID p_sky ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > sky = p_sky ;
}
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void RendererSceneRenderRD : : environment_set_sky_custom_fov ( RID p_env , float p_scale ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > sky_custom_fov = p_scale ;
}
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void RendererSceneRenderRD : : environment_set_sky_orientation ( RID p_env , const Basis & p_orientation ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > sky_orientation = p_orientation ;
}
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void RendererSceneRenderRD : : environment_set_bg_color ( RID p_env , const Color & p_color ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > bg_color = p_color ;
}
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void RendererSceneRenderRD : : environment_set_bg_energy ( RID p_env , float p_energy ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > bg_energy = p_energy ;
}
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void RendererSceneRenderRD : : environment_set_canvas_max_layer ( RID p_env , int p_max_layer ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
env - > canvas_max_layer = p_max_layer ;
}
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void RendererSceneRenderRD : : environment_set_ambient_light ( RID p_env , const Color & p_color , RS : : EnvironmentAmbientSource p_ambient , float p_energy , float p_sky_contribution , RS : : EnvironmentReflectionSource p_reflection_source , const Color & p_ao_color ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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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 ;
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env - > ao_color = p_ao_color ;
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}
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RS : : EnvironmentBG RendererSceneRenderRD : : environment_get_background ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , RS : : ENV_BG_MAX ) ;
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return env - > background ;
}
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RID RendererSceneRenderRD : : environment_get_sky ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , RID ( ) ) ;
return env - > sky ;
}
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float RendererSceneRenderRD : : environment_get_sky_custom_fov ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > sky_custom_fov ;
}
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Basis RendererSceneRenderRD : : environment_get_sky_orientation ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Basis ( ) ) ;
return env - > sky_orientation ;
}
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Color RendererSceneRenderRD : : environment_get_bg_color ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Color ( ) ) ;
return env - > bg_color ;
}
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float RendererSceneRenderRD : : environment_get_bg_energy ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > bg_energy ;
}
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int RendererSceneRenderRD : : environment_get_canvas_max_layer ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > canvas_max_layer ;
}
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Color RendererSceneRenderRD : : environment_get_ambient_light_color ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Color ( ) ) ;
return env - > ambient_light ;
}
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RS : : EnvironmentAmbientSource RendererSceneRenderRD : : environment_get_ambient_source ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , RS : : ENV_AMBIENT_SOURCE_BG ) ;
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return env - > ambient_source ;
}
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float RendererSceneRenderRD : : environment_get_ambient_light_energy ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > ambient_light_energy ;
}
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float RendererSceneRenderRD : : environment_get_ambient_sky_contribution ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > ambient_sky_contribution ;
}
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RS : : EnvironmentReflectionSource RendererSceneRenderRD : : environment_get_reflection_source ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , RS : : ENV_REFLECTION_SOURCE_DISABLED ) ;
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return env - > reflection_source ;
}
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Color RendererSceneRenderRD : : environment_get_ao_color ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , Color ( ) ) ;
return env - > ao_color ;
}
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void RendererSceneRenderRD : : environment_set_tonemap ( RID p_env , RS : : EnvironmentToneMapper p_tone_mapper , float p_exposure , float p_white , bool p_auto_exposure , float p_min_luminance , float p_max_luminance , float p_auto_exp_speed , float p_auto_exp_scale ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > exposure = p_exposure ;
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env - > tone_mapper = p_tone_mapper ;
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if ( ! env - > auto_exposure & & p_auto_exposure ) {
env - > auto_exposure_version = + + auto_exposure_counter ;
}
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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 ;
}
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void RendererSceneRenderRD : : environment_set_glow ( RID p_env , bool p_enable , Vector < float > p_levels , float p_intensity , float p_strength , float p_mix , float p_bloom_threshold , RS : : EnvironmentGlowBlendMode p_blend_mode , float p_hdr_bleed_threshold , float p_hdr_bleed_scale , float p_hdr_luminance_cap ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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ERR_FAIL_COND_MSG ( p_levels . size ( ) ! = 7 , " Size of array of glow levels must be 7 " ) ;
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env - > glow_enabled = p_enable ;
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env - > glow_levels = p_levels ;
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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 ;
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}
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void RendererSceneRenderRD : : environment_glow_set_use_bicubic_upscale ( bool p_enable ) {
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glow_bicubic_upscale = p_enable ;
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}
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void RendererSceneRenderRD : : environment_glow_set_use_high_quality ( bool p_enable ) {
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glow_high_quality = p_enable ;
}
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void RendererSceneRenderRD : : environment_set_sdfgi ( RID p_env , bool p_enable , RS : : EnvironmentSDFGICascades p_cascades , float p_min_cell_size , RS : : EnvironmentSDFGIYScale p_y_scale , bool p_use_occlusion , bool p_use_multibounce , bool p_read_sky , float p_energy , float p_normal_bias , float p_probe_bias ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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if ( low_end ) {
return ;
}
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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_use_multibounce = p_use_multibounce ;
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 ;
}
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void RendererSceneRenderRD : : environment_set_fog ( RID p_env , bool p_enable , const Color & p_light_color , float p_light_energy , float p_sun_scatter , float p_density , float p_height , float p_height_density , float p_fog_aerial_perspective ) {
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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 ;
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env - > fog_aerial_perspective = p_fog_aerial_perspective ;
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}
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bool RendererSceneRenderRD : : environment_is_fog_enabled ( RID p_env ) const {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , false ) ;
return env - > fog_enabled ;
}
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Color RendererSceneRenderRD : : environment_get_fog_light_color ( RID p_env ) const {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , Color ( ) ) ;
return env - > fog_light_color ;
}
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float RendererSceneRenderRD : : environment_get_fog_light_energy ( RID p_env ) const {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_light_energy ;
}
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float RendererSceneRenderRD : : environment_get_fog_sun_scatter ( RID p_env ) const {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_sun_scatter ;
}
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float RendererSceneRenderRD : : environment_get_fog_density ( RID p_env ) const {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_density ;
}
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float RendererSceneRenderRD : : environment_get_fog_height ( RID p_env ) const {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_height ;
}
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float RendererSceneRenderRD : : environment_get_fog_height_density ( RID p_env ) const {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_height_density ;
}
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float RendererSceneRenderRD : : environment_get_fog_aerial_perspective ( RID p_env ) const {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , 0 ) ;
return env - > fog_aerial_perspective ;
}
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void RendererSceneRenderRD : : environment_set_volumetric_fog ( RID p_env , bool p_enable , float p_density , const Color & p_light , float p_light_energy , float p_length , float p_detail_spread , float p_gi_inject , RenderingServer : : EnvVolumetricFogShadowFilter p_shadow_filter ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
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if ( low_end ) {
return ;
}
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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 ;
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env - > volumetric_fog_length = p_length ;
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env - > volumetric_fog_detail_spread = p_detail_spread ;
env - > volumetric_fog_shadow_filter = p_shadow_filter ;
env - > volumetric_fog_gi_inject = p_gi_inject ;
}
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void RendererSceneRenderRD : : environment_set_volumetric_fog_volume_size ( int p_size , int p_depth ) {
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volumetric_fog_size = p_size ;
volumetric_fog_depth = p_depth ;
}
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void RendererSceneRenderRD : : environment_set_volumetric_fog_filter_active ( bool p_enable ) {
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volumetric_fog_filter_active = p_enable ;
}
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void RendererSceneRenderRD : : environment_set_volumetric_fog_directional_shadow_shrink_size ( int p_shrink_size ) {
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p_shrink_size = nearest_power_of_2_templated ( p_shrink_size ) ;
if ( volumetric_fog_directional_shadow_shrink = = ( uint32_t ) p_shrink_size ) {
return ;
}
_clear_shadow_shrink_stages ( directional_shadow . shrink_stages ) ;
}
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void RendererSceneRenderRD : : environment_set_volumetric_fog_positional_shadow_shrink_size ( int p_shrink_size ) {
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p_shrink_size = nearest_power_of_2_templated ( p_shrink_size ) ;
if ( volumetric_fog_positional_shadow_shrink = = ( uint32_t ) p_shrink_size ) {
return ;
}
for ( uint32_t i = 0 ; i < shadow_atlas_owner . get_rid_count ( ) ; i + + ) {
ShadowAtlas * sa = shadow_atlas_owner . get_ptr_by_index ( i ) ;
_clear_shadow_shrink_stages ( sa - > shrink_stages ) ;
}
}
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void RendererSceneRenderRD : : environment_set_sdfgi_ray_count ( RS : : EnvironmentSDFGIRayCount p_ray_count ) {
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sdfgi_ray_count = p_ray_count ;
}
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void RendererSceneRenderRD : : environment_set_sdfgi_frames_to_converge ( RS : : EnvironmentSDFGIFramesToConverge p_frames ) {
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sdfgi_frames_to_converge = p_frames ;
}
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void RendererSceneRenderRD : : environment_set_ssr ( RID p_env , bool p_enable , int p_max_steps , float p_fade_int , float p_fade_out , float p_depth_tolerance ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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if ( low_end ) {
return ;
}
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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 ;
}
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void RendererSceneRenderRD : : environment_set_ssr_roughness_quality ( RS : : EnvironmentSSRRoughnessQuality p_quality ) {
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ssr_roughness_quality = p_quality ;
}
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RS : : EnvironmentSSRRoughnessQuality RendererSceneRenderRD : : environment_get_ssr_roughness_quality ( ) const {
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return ssr_roughness_quality ;
}
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void RendererSceneRenderRD : : environment_set_ssao ( RID p_env , bool p_enable , float p_radius , float p_intensity , float p_bias , float p_light_affect , float p_ao_channel_affect , RS : : EnvironmentSSAOBlur p_blur , float p_bilateral_sharpness ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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if ( low_end ) {
return ;
}
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env - > ssao_enabled = p_enable ;
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env - > ssao_radius = p_radius ;
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env - > ssao_intensity = p_intensity ;
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env - > ssao_bias = p_bias ;
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env - > ssao_direct_light_affect = p_light_affect ;
env - > ssao_ao_channel_affect = p_ao_channel_affect ;
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env - > ssao_blur = p_blur ;
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}
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void RendererSceneRenderRD : : environment_set_ssao_quality ( RS : : EnvironmentSSAOQuality p_quality , bool p_half_size ) {
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ssao_quality = p_quality ;
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ssao_half_size = p_half_size ;
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}
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bool RendererSceneRenderRD : : environment_is_ssao_enabled ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
return env - > ssao_enabled ;
}
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float RendererSceneRenderRD : : environment_get_ssao_ao_affect ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
return env - > ssao_ao_channel_affect ;
}
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float RendererSceneRenderRD : : environment_get_ssao_light_affect ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
return env - > ssao_direct_light_affect ;
}
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bool RendererSceneRenderRD : : environment_is_ssr_enabled ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
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return env - > ssr_enabled ;
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}
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bool RendererSceneRenderRD : : environment_is_sdfgi_enabled ( RID p_env ) const {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND_V ( ! env , false ) ;
return env - > sdfgi_enabled ;
}
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bool RendererSceneRenderRD : : is_environment ( RID p_env ) const {
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return environment_owner . owns ( p_env ) ;
}
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Ref < Image > RendererSceneRenderRD : : environment_bake_panorama ( RID p_env , bool p_bake_irradiance , const Size2i & p_size ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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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 > ( ) ;
}
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////////////////////////////////////////////////////////////
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RID RendererSceneRenderRD : : reflection_atlas_create ( ) {
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ReflectionAtlas ra ;
ra . count = GLOBAL_GET ( " rendering/quality/reflection_atlas/reflection_count " ) ;
ra . size = GLOBAL_GET ( " rendering/quality/reflection_atlas/reflection_size " ) ;
return reflection_atlas_owner . make_rid ( ra ) ;
}
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void RendererSceneRenderRD : : reflection_atlas_set_size ( RID p_ref_atlas , int p_reflection_size , int p_reflection_count ) {
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ReflectionAtlas * ra = reflection_atlas_owner . getornull ( p_ref_atlas ) ;
ERR_FAIL_COND ( ! ra ) ;
if ( ra - > size = = p_reflection_size & & ra - > count = = p_reflection_count ) {
return ; //no changes
}
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ra - > size = p_reflection_size ;
ra - > count = p_reflection_count ;
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if ( ra - > reflection . is_valid ( ) ) {
//clear and invalidate everything
RD : : get_singleton ( ) - > free ( ra - > reflection ) ;
ra - > reflection = RID ( ) ;
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RD : : get_singleton ( ) - > free ( ra - > depth_buffer ) ;
ra - > depth_buffer = RID ( ) ;
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for ( int i = 0 ; i < ra - > reflections . size ( ) ; i + + ) {
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_clear_reflection_data ( ra - > reflections . write [ i ] . data ) ;
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if ( ra - > reflections [ i ] . owner . is_null ( ) ) {
continue ;
}
reflection_probe_release_atlas_index ( ra - > reflections [ i ] . owner ) ;
//rp->atlasindex clear
}
ra - > reflections . clear ( ) ;
}
}
////////////////////////
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RID RendererSceneRenderRD : : reflection_probe_instance_create ( RID p_probe ) {
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ReflectionProbeInstance rpi ;
rpi . probe = p_probe ;
return reflection_probe_instance_owner . make_rid ( rpi ) ;
}
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void RendererSceneRenderRD : : reflection_probe_instance_set_transform ( RID p_instance , const Transform & p_transform ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND ( ! rpi ) ;
rpi - > transform = p_transform ;
rpi - > dirty = true ;
}
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void RendererSceneRenderRD : : reflection_probe_release_atlas_index ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . 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 ( ) ;
}
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bool RendererSceneRenderRD : : reflection_probe_instance_needs_redraw ( RID p_instance ) {
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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 ;
}
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if ( storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS ) {
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return true ;
}
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return rpi - > atlas_index = = - 1 ;
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}
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bool RendererSceneRenderRD : : reflection_probe_instance_has_reflection ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , false ) ;
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return rpi - > atlas . is_valid ( ) ;
}
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bool RendererSceneRenderRD : : reflection_probe_instance_begin_render ( RID p_instance , RID p_reflection_atlas ) {
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ReflectionAtlas * atlas = reflection_atlas_owner . getornull ( p_reflection_atlas ) ;
ERR_FAIL_COND_V ( ! atlas , false ) ;
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND_V ( ! rpi , false ) ;
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if ( storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS & & atlas - > reflection . is_valid ( ) & & atlas - > size ! = 256 ) {
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WARN_PRINT ( " ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings. " ) ;
reflection_atlas_set_size ( p_reflection_atlas , 256 , atlas - > count ) ;
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}
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if ( storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS & & atlas - > reflection . is_valid ( ) & & atlas - > reflections [ 0 ] . data . layers [ 0 ] . mipmaps . size ( ) ! = 8 ) {
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// Invalidate reflection atlas, need to regenerate
RD : : get_singleton ( ) - > free ( atlas - > reflection ) ;
atlas - > reflection = RID ( ) ;
for ( int i = 0 ; i < atlas - > reflections . size ( ) ; i + + ) {
if ( atlas - > reflections [ i ] . owner . is_null ( ) ) {
continue ;
}
reflection_probe_release_atlas_index ( atlas - > reflections [ i ] . owner ) ;
}
atlas - > reflections . clear ( ) ;
}
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if ( atlas - > reflection . is_null ( ) ) {
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int mipmaps = MIN ( roughness_layers , Image : : get_image_required_mipmaps ( atlas - > size , atlas - > size , Image : : FORMAT_RGBAH ) + 1 ) ;
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mipmaps = storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps ; // always use 8 mipmaps with real time filtering
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{
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//reflection atlas was unused, create:
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RD : : TextureFormat tf ;
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tf . array_layers = 6 * atlas - > count ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
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tf . texture_type = RD : : TEXTURE_TYPE_CUBE_ARRAY ;
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tf . mipmaps = mipmaps ;
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tf . width = atlas - > size ;
tf . height = atlas - > size ;
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tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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atlas - > reflection = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
{
RD : : TextureFormat tf ;
tf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D32_SFLOAT , RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ? RD : : DATA_FORMAT_D32_SFLOAT : RD : : DATA_FORMAT_X8_D24_UNORM_PACK32 ;
tf . width = atlas - > size ;
tf . height = atlas - > size ;
tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
atlas - > depth_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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}
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atlas - > reflections . resize ( atlas - > count ) ;
for ( int i = 0 ; i < atlas - > count ; i + + ) {
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_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 ) ;
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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 ) ;
}
}
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Vector < RID > fb ;
fb . push_back ( atlas - > depth_buffer ) ;
atlas - > depth_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
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}
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if ( rpi - > atlas_index = = - 1 ) {
for ( int i = 0 ; i < atlas - > reflections . size ( ) ; i + + ) {
if ( atlas - > reflections [ i ] . owner . is_null ( ) ) {
rpi - > atlas_index = i ;
break ;
}
}
//find the one used last
if ( rpi - > atlas_index = = - 1 ) {
//everything is in use, find the one least used via LRU
uint64_t pass_min = 0 ;
for ( int i = 0 ; i < atlas - > reflections . size ( ) ; i + + ) {
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 ;
}
}
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}
}
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rpi - > atlas = p_reflection_atlas ;
rpi - > rendering = true ;
rpi - > dirty = false ;
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rpi - > processing_layer = 1 ;
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rpi - > processing_side = 0 ;
return true ;
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}
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bool RendererSceneRenderRD : : reflection_probe_instance_postprocess_step ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND_V ( ! rpi , false ) ;
ERR_FAIL_COND_V ( ! rpi - > rendering , false ) ;
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ERR_FAIL_COND_V ( rpi - > atlas . is_null ( ) , false ) ;
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 ;
}
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if ( storage - > reflection_probe_get_update_mode ( rpi - > probe ) = = RS : : REFLECTION_PROBE_UPDATE_ALWAYS ) {
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// Using real time reflections, all roughness is done in one step
_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 ;
}
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if ( rpi - > processing_layer > 1 ) {
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_create_reflection_importance_sample ( atlas - > reflections . write [ rpi - > atlas_index ] . data , false , 10 , rpi - > processing_layer ) ;
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rpi - > processing_layer + + ;
if ( rpi - > processing_layer = = atlas - > reflections [ rpi - > atlas_index ] . data . layers [ 0 ] . mipmaps . size ( ) ) {
rpi - > rendering = false ;
rpi - > processing_side = 0 ;
rpi - > processing_layer = 1 ;
return true ;
}
return false ;
} else {
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_create_reflection_importance_sample ( atlas - > reflections . write [ rpi - > atlas_index ] . data , false , rpi - > processing_side , rpi - > processing_layer ) ;
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}
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rpi - > processing_side + + ;
if ( rpi - > processing_side = = 6 ) {
rpi - > processing_side = 0 ;
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rpi - > processing_layer + + ;
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}
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return false ;
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}
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uint32_t RendererSceneRenderRD : : reflection_probe_instance_get_resolution ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND_V ( ! rpi , 0 ) ;
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ReflectionAtlas * atlas = reflection_atlas_owner . getornull ( rpi - > atlas ) ;
ERR_FAIL_COND_V ( ! atlas , 0 ) ;
return atlas - > size ;
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}
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RID RendererSceneRenderRD : : reflection_probe_instance_get_framebuffer ( RID p_instance , int p_index ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND_V ( ! rpi , RID ( ) ) ;
ERR_FAIL_INDEX_V ( p_index , 6 , RID ( ) ) ;
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ReflectionAtlas * atlas = reflection_atlas_owner . getornull ( rpi - > atlas ) ;
ERR_FAIL_COND_V ( ! atlas , RID ( ) ) ;
return atlas - > reflections [ rpi - > atlas_index ] . fbs [ p_index ] ;
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}
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RID RendererSceneRenderRD : : reflection_probe_instance_get_depth_framebuffer ( RID p_instance , int p_index ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . 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 ;
}
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///////////////////////////////////////////////////////////
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RID RendererSceneRenderRD : : shadow_atlas_create ( ) {
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return shadow_atlas_owner . make_rid ( ShadowAtlas ( ) ) ;
}
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void RendererSceneRenderRD : : shadow_atlas_set_size ( RID p_atlas , int p_size ) {
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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 ) ;
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if ( p_size = = shadow_atlas - > size ) {
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return ;
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}
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// erasing atlas
if ( shadow_atlas - > depth . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( shadow_atlas - > depth ) ;
shadow_atlas - > depth = RID ( ) ;
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_clear_shadow_shrink_stages ( shadow_atlas - > shrink_stages ) ;
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}
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 ;
if ( shadow_atlas - > size ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
tf . width = shadow_atlas - > size ;
tf . height = shadow_atlas - > size ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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shadow_atlas - > depth = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
}
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void RendererSceneRenderRD : : shadow_atlas_set_quadrant_subdivision ( RID p_atlas , int p_quadrant , int p_subdivision ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . 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
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if ( shadow_atlas - > quadrants [ p_quadrant ] . subdivision = = subdiv ) {
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return ;
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}
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//erase all data from quadrant
for ( int i = 0 ; i < shadow_atlas - > quadrants [ p_quadrant ] . shadows . size ( ) ; i + + ) {
if ( shadow_atlas - > quadrants [ p_quadrant ] . shadows [ i ] . owner . is_valid ( ) ) {
shadow_atlas - > shadow_owners . erase ( shadow_atlas - > quadrants [ p_quadrant ] . shadows [ i ] . owner ) ;
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 ) ;
}
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bool RendererSceneRenderRD : : _shadow_atlas_find_shadow ( ShadowAtlas * shadow_atlas , int * p_in_quadrants , int p_quadrant_count , int p_current_subdiv , uint64_t p_tick , int & r_quadrant , int & r_shadow ) {
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for ( int i = p_quadrant_count - 1 ; i > = 0 ; i - - ) {
int qidx = p_in_quadrants [ i ] ;
if ( shadow_atlas - > quadrants [ qidx ] . subdivision = = ( uint32_t ) p_current_subdiv ) {
return false ;
}
//look for an empty space
int sc = shadow_atlas - > quadrants [ qidx ] . shadows . size ( ) ;
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..
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if ( p_tick - sarr [ j ] . alloc_tick < shadow_atlas_realloc_tolerance_msec ) {
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continue ;
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}
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if ( found_used_idx = = - 1 | | sli - > last_scene_pass < min_pass ) {
found_used_idx = j ;
min_pass = sli - > last_scene_pass ;
}
}
}
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if ( found_free_idx = = - 1 & & found_used_idx = = - 1 ) {
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continue ; //nothing found
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}
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if ( found_free_idx = = - 1 & & found_used_idx ! = - 1 ) {
found_free_idx = found_used_idx ;
}
r_quadrant = qidx ;
r_shadow = found_free_idx ;
return true ;
}
return false ;
}
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bool RendererSceneRenderRD : : shadow_atlas_update_light ( RID p_atlas , RID p_light_intance , float p_coverage , uint64_t p_light_version ) {
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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 ;
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if ( sd = = 0 ) {
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continue ; //unused
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}
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int max_fit = quad_size / sd ;
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if ( best_size ! = - 1 & & max_fit > best_size ) {
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break ; //too large
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}
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valid_quadrants [ valid_quadrant_count + + ] = q ;
best_subdiv = sd ;
if ( max_fit > = desired_fit ) {
best_size = max_fit ;
}
}
ERR_FAIL_COND_V ( valid_quadrant_count = = 0 , false ) ;
uint64_t tick = OS : : get_singleton ( ) - > get_ticks_msec ( ) ;
//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 ;
}
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void RendererSceneRenderRD : : directional_shadow_atlas_set_size ( int p_size ) {
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p_size = nearest_power_of_2_templated ( p_size ) ;
if ( directional_shadow . size = = p_size ) {
return ;
}
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directional_shadow . size = p_size ;
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if ( directional_shadow . depth . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( directional_shadow . depth ) ;
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_clear_shadow_shrink_stages ( directional_shadow . shrink_stages ) ;
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directional_shadow . depth = RID ( ) ;
}
if ( p_size > 0 ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
tf . width = p_size ;
tf . height = p_size ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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directional_shadow . depth = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
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_base_uniforms_changed ( ) ;
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}
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void RendererSceneRenderRD : : set_directional_shadow_count ( int p_count ) {
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directional_shadow . light_count = p_count ;
directional_shadow . current_light = 0 ;
}
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static Rect2i _get_directional_shadow_rect ( int p_size , int p_shadow_count , int p_shadow_index ) {
int split_h = 1 ;
int split_v = 1 ;
while ( split_h * split_v < p_shadow_count ) {
if ( split_h = = split_v ) {
split_h < < = 1 ;
} else {
split_v < < = 1 ;
}
}
Rect2i rect ( 0 , 0 , p_size , p_size ) ;
rect . size . width / = split_h ;
rect . size . height / = split_v ;
rect . position . x = rect . size . width * ( p_shadow_index % split_h ) ;
rect . position . y = rect . size . height * ( p_shadow_index / split_h ) ;
return rect ;
}
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int RendererSceneRenderRD : : get_directional_light_shadow_size ( RID p_light_intance ) {
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ERR_FAIL_COND_V ( directional_shadow . light_count = = 0 , 0 ) ;
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Rect2i r = _get_directional_shadow_rect ( directional_shadow . size , directional_shadow . light_count , 0 ) ;
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LightInstance * light_instance = light_instance_owner . getornull ( p_light_intance ) ;
ERR_FAIL_COND_V ( ! light_instance , 0 ) ;
switch ( storage - > light_directional_get_shadow_mode ( light_instance - > light ) ) {
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case RS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL :
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break ; //none
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case RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS :
r . size . height / = 2 ;
break ;
case RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS :
r . size / = 2 ;
break ;
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}
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return MAX ( r . size . width , r . size . height ) ;
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}
//////////////////////////////////////////////////
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RID RendererSceneRenderRD : : camera_effects_create ( ) {
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return camera_effects_owner . make_rid ( CameraEffects ( ) ) ;
}
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void RendererSceneRenderRD : : camera_effects_set_dof_blur_quality ( RS : : DOFBlurQuality p_quality , bool p_use_jitter ) {
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dof_blur_quality = p_quality ;
dof_blur_use_jitter = p_use_jitter ;
}
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void RendererSceneRenderRD : : camera_effects_set_dof_blur_bokeh_shape ( RS : : DOFBokehShape p_shape ) {
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dof_blur_bokeh_shape = p_shape ;
}
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void RendererSceneRenderRD : : camera_effects_set_dof_blur ( RID p_camera_effects , bool p_far_enable , float p_far_distance , float p_far_transition , bool p_near_enable , float p_near_distance , float p_near_transition , float p_amount ) {
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CameraEffects * camfx = camera_effects_owner . 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 ;
}
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void RendererSceneRenderRD : : camera_effects_set_custom_exposure ( RID p_camera_effects , bool p_enable , float p_exposure ) {
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CameraEffects * camfx = camera_effects_owner . getornull ( p_camera_effects ) ;
ERR_FAIL_COND ( ! camfx ) ;
camfx - > override_exposure_enabled = p_enable ;
camfx - > override_exposure = p_exposure ;
}
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RID RendererSceneRenderRD : : light_instance_create ( RID p_light ) {
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RID li = light_instance_owner . make_rid ( LightInstance ( ) ) ;
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 ;
}
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void RendererSceneRenderRD : : light_instance_set_transform ( RID p_light_instance , const Transform & p_transform ) {
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LightInstance * light_instance = light_instance_owner . getornull ( p_light_instance ) ;
ERR_FAIL_COND ( ! light_instance ) ;
light_instance - > transform = p_transform ;
}
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void RendererSceneRenderRD : : light_instance_set_aabb ( RID p_light_instance , const AABB & p_aabb ) {
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LightInstance * light_instance = light_instance_owner . getornull ( p_light_instance ) ;
ERR_FAIL_COND ( ! light_instance ) ;
light_instance - > aabb = p_aabb ;
}
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void RendererSceneRenderRD : : light_instance_set_shadow_transform ( RID p_light_instance , const CameraMatrix & p_projection , const 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 ) {
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LightInstance * light_instance = light_instance_owner . getornull ( p_light_instance ) ;
ERR_FAIL_COND ( ! light_instance ) ;
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if ( storage - > light_get_type ( light_instance - > light ) ! = RS : : LIGHT_DIRECTIONAL ) {
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p_pass = 0 ;
}
ERR_FAIL_INDEX ( p_pass , 4 ) ;
light_instance - > shadow_transform [ p_pass ] . camera = p_projection ;
light_instance - > shadow_transform [ p_pass ] . transform = p_transform ;
light_instance - > shadow_transform [ p_pass ] . farplane = p_far ;
light_instance - > shadow_transform [ p_pass ] . split = p_split ;
light_instance - > shadow_transform [ p_pass ] . bias_scale = p_bias_scale ;
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light_instance - > shadow_transform [ p_pass ] . range_begin = p_range_begin ;
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light_instance - > shadow_transform [ p_pass ] . shadow_texel_size = p_shadow_texel_size ;
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light_instance - > shadow_transform [ p_pass ] . uv_scale = p_uv_scale ;
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}
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void RendererSceneRenderRD : : light_instance_mark_visible ( RID p_light_instance ) {
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LightInstance * light_instance = light_instance_owner . getornull ( p_light_instance ) ;
ERR_FAIL_COND ( ! light_instance ) ;
light_instance - > last_scene_pass = scene_pass ;
}
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RendererSceneRenderRD : : ShadowCubemap * RendererSceneRenderRD : : _get_shadow_cubemap ( int p_size ) {
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if ( ! shadow_cubemaps . has ( p_size ) ) {
ShadowCubemap sc ;
{
RD : : TextureFormat tf ;
tf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D32_SFLOAT , RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ? RD : : DATA_FORMAT_D32_SFLOAT : RD : : DATA_FORMAT_X8_D24_UNORM_PACK32 ;
tf . width = p_size ;
tf . height = p_size ;
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tf . texture_type = RD : : TEXTURE_TYPE_CUBE ;
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tf . array_layers = 6 ;
tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
sc . cubemap = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
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 ] ;
}
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RendererSceneRenderRD : : ShadowMap * RendererSceneRenderRD : : _get_shadow_map ( const Size2i & p_size ) {
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if ( ! shadow_maps . has ( p_size ) ) {
ShadowMap sm ;
{
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 . width ;
tf . height = p_size . height ;
tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
sm . depth = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
Vector < RID > fbtex ;
fbtex . push_back ( sm . depth ) ;
sm . fb = RD : : get_singleton ( ) - > framebuffer_create ( fbtex ) ;
shadow_maps [ p_size ] = sm ;
}
return & shadow_maps [ p_size ] ;
}
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//////////////////////////
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RID RendererSceneRenderRD : : decal_instance_create ( RID p_decal ) {
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DecalInstance di ;
di . decal = p_decal ;
return decal_instance_owner . make_rid ( di ) ;
}
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void RendererSceneRenderRD : : decal_instance_set_transform ( RID p_decal , const Transform & p_transform ) {
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DecalInstance * di = decal_instance_owner . getornull ( p_decal ) ;
ERR_FAIL_COND ( ! di ) ;
di - > transform = p_transform ;
}
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/////////////////////////////////
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RID RendererSceneRenderRD : : gi_probe_instance_create ( RID p_base ) {
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GIProbeInstance gi_probe ;
gi_probe . probe = p_base ;
RID rid = gi_probe_instance_owner . make_rid ( gi_probe ) ;
return rid ;
}
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void RendererSceneRenderRD : : gi_probe_instance_set_transform_to_data ( RID p_probe , const Transform & p_xform ) {
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GIProbeInstance * gi_probe = gi_probe_instance_owner . getornull ( p_probe ) ;
ERR_FAIL_COND ( ! gi_probe ) ;
gi_probe - > transform = p_xform ;
}
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bool RendererSceneRenderRD : : gi_probe_needs_update ( RID p_probe ) const {
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GIProbeInstance * gi_probe = gi_probe_instance_owner . getornull ( p_probe ) ;
ERR_FAIL_COND_V ( ! gi_probe , false ) ;
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if ( low_end ) {
return false ;
}
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//return true;
return gi_probe - > last_probe_version ! = storage - > gi_probe_get_version ( gi_probe - > probe ) ;
}
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void RendererSceneRenderRD : : gi_probe_update ( RID p_probe , bool p_update_light_instances , const Vector < RID > & p_light_instances , int p_dynamic_object_count , InstanceBase * * p_dynamic_objects ) {
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GIProbeInstance * gi_probe = gi_probe_instance_owner . getornull ( p_probe ) ;
ERR_FAIL_COND ( ! gi_probe ) ;
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if ( low_end ) {
return ;
}
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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 ( ) ;
}
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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 ( ) ;
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Vector3i octree_size = storage - > gi_probe_get_octree_size ( gi_probe - > probe ) ;
if ( octree_size ! = Vector3i ( ) ) {
//can create a 3D texture
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Vector < int > levels = storage - > gi_probe_get_level_counts ( gi_probe - > probe ) ;
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RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
tf . width = octree_size . x ;
tf . height = octree_size . y ;
tf . depth = octree_size . z ;
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tf . texture_type = RD : : TEXTURE_TYPE_3D ;
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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 , false ) ;
{
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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 1 ;
u . ids . push_back ( storage - > gi_probe_get_octree_buffer ( gi_probe - > probe ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 2 ;
u . ids . push_back ( storage - > gi_probe_get_data_buffer ( gi_probe - > probe ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 4 ;
u . ids . push_back ( gi_probe - > write_buffer ) ;
uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 9 ;
u . ids . push_back ( storage - > gi_probe_get_sdf_texture ( gi_probe - > probe ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 10 ;
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u . ids . push_back ( storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
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{
Vector < RD : : Uniform > copy_uniforms = uniforms ;
if ( i = = 0 ) {
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ) ;
}
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{
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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 3 ;
u . ids . push_back ( gi_probe_lights_uniform ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 5 ;
u . ids . push_back ( dmap . albedo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 6 ;
u . ids . push_back ( dmap . normal ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 7 ;
u . ids . push_back ( dmap . orm ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 8 ;
u . ids . push_back ( dmap . fb_depth ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 9 ;
u . ids . push_back ( storage - > gi_probe_get_sdf_texture ( gi_probe - > probe ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 10 ;
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u . ids . push_back ( storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 11 ;
u . ids . push_back ( dmap . texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 7 ;
u . ids . push_back ( dmap . texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 8 ;
u . ids . push_back ( dmap . depth ) ;
uniforms . push_back ( u ) ;
}
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 9 ;
u . ids . push_back ( storage - > gi_probe_get_sdf_texture ( gi_probe - > probe ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 10 ;
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u . ids . push_back ( storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
if ( plot ) {
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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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 ) ;
}
}
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}
gi_probe - > last_probe_data_version = data_version ;
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p_update_light_instances = true ; //just in case
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_base_uniforms_changed ( ) ;
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}
// UDPDATE TIME
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if ( gi_probe - > has_dynamic_object_data ) {
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//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 , true ) ;
}
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uint32_t light_count = 0 ;
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if ( p_update_light_instances | | p_dynamic_object_count > 0 ) {
light_count = MIN ( gi_probe_max_lights , ( uint32_t ) p_light_instances . size ( ) ) ;
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{
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
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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 ) ;
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l . type = storage - > light_get_type ( light ) ;
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if ( l . type = = RS : : LIGHT_DIRECTIONAL & & storage - > light_directional_is_sky_only ( light ) ) {
light_count - - ;
continue ;
}
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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 ( ) ;
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Color color = storage - > light_get_color ( light ) . to_linear ( ) ;
l . color [ 0 ] = color . r ;
l . color [ 1 ] = color . g ;
l . color [ 2 ] = color . b ;
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l . spot_angle_radians = Math : : deg2rad ( storage - > light_get_param ( light , RS : : LIGHT_PARAM_SPOT_ANGLE ) ) ;
l . spot_attenuation = storage - > light_get_param ( light , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ;
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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 ( ) ;
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l . position [ 0 ] = pos . x ;
l . position [ 1 ] = pos . y ;
l . position [ 2 ] = pos . z ;
l . direction [ 0 ] = dir . x ;
l . direction [ 1 ] = dir . y ;
l . direction [ 2 ] = dir . z ;
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 , true ) ;
}
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}
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if ( gi_probe - > has_dynamic_object_data | | p_update_light_instances | | p_dynamic_object_count ) {
// 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 ;
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push_constant . aniso_strength = 0 ;
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/* 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 ;
}
}
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RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ; //wait til previous step is done
}
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , 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 ;
}
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}
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}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
}
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gi_probe - > has_dynamic_object_data = false ; //clear until dynamic object data is used again
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if ( p_dynamic_object_count & & 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 < p_dynamic_object_count ; i + + ) {
InstanceBase * instance = p_dynamic_objects [ i ] ;
//not used, so clear
instance - > depth_layer = 0 ;
instance - > depth = 0 ;
//transform aabb to giprobe
AABB aabb = ( to_probe_xform * instance - > transform ) . xform ( instance - > aabb ) ;
//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
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}
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begin [ j ] = MAX ( begin [ j ] , 0 ) ;
end [ j ] = MIN ( end [ j ] , octree_size [ j ] * multiplier ) ;
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}
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//aabb = aabb.intersection(probe_aabb); //intersect
aabb . position = begin ;
aabb . size = end - begin ;
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//print_line("aabb: " + aabb);
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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 ] ) ;
_render_material ( to_world_xform * xform , cm , true , & instance , 1 , 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 ;
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push_constant . on_mipmap = false ;
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push_constant . propagation = storage - > gi_probe_get_propagation ( gi_probe - > probe ) ;
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push_constant . pad [ 0 ] = 0 ;
push_constant . pad [ 1 ] = 0 ;
push_constant . pad [ 2 ] = 0 ;
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//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 + + ;
}
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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
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if ( gi_probe - > dynamic_maps [ k ] . mipmap > 0 ) {
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for ( int l = 0 ; l < 3 ; l + + ) {
push_constant . limits [ l ] = MAX ( 1 , push_constant . limits [ l ] > > 1 ) ;
}
}
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//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 ] ;
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push_constant . on_mipmap = gi_probe - > dynamic_maps [ k ] . mipmap > 0 ;
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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 ) ;
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}
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
}
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gi_probe - > has_dynamic_object_data = true ; //clear until dynamic object data is used again
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}
gi_probe - > last_probe_version = storage - > gi_probe_get_version ( gi_probe - > probe ) ;
}
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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 ) {
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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 ;
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Vector3i octree_size = storage - > gi_probe_get_octree_size ( gi_probe - > probe ) ;
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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 ;
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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 ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 1 ;
u . ids . push_back ( storage - > gi_probe_get_data_buffer ( gi_probe - > probe ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 2 ;
u . ids . push_back ( gi_probe - > texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 3 ;
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u . ids . push_back ( storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ) ;
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uniforms . push_back ( u ) ;
}
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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 ;
}
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giprobe_debug_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , giprobe_debug_shader_version_shaders [ 0 ] , 0 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , giprobe_debug_shader_version_pipelines [ p_emission ? GI_PROBE_DEBUG_EMISSION : p_lighting ? ( gi_probe - > has_dynamic_object_data ? GI_PROBE_DEBUG_LIGHT_FULL : GI_PROBE_DEBUG_LIGHT ) : GI_PROBE_DEBUG_COLOR ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) ) ) ;
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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 ) ;
}
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void RendererSceneRenderRD : : _debug_sdfgi_probes ( RID p_render_buffers , RD : : DrawListID p_draw_list , RID p_framebuffer , const CameraMatrix & p_camera_with_transform ) {
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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_PI * 2.0 ) / 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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . ids . push_back ( rb - > sdfgi - > cascades_ubo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . ids . push_back ( rb - > sdfgi - > lightprobe_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 ;
}
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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 ) ;
}
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}
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////////////////////////////////
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RID RendererSceneRenderRD : : render_buffers_create ( ) {
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RenderBuffers rb ;
rb . data = _create_render_buffer_data ( ) ;
return render_buffers_owner . make_rid ( rb ) ;
}
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void RendererSceneRenderRD : : _allocate_blur_textures ( RenderBuffers * rb ) {
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ERR_FAIL_COND ( ! rb - > blur [ 0 ] . texture . is_null ( ) ) ;
uint32_t mipmaps_required = Image : : get_image_required_mipmaps ( rb - > width , rb - > height , Image : : FORMAT_RGBAH ) ;
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = rb - > width ;
tf . height = rb - > height ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
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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 ) ;
}
}
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void RendererSceneRenderRD : : _allocate_luminance_textures ( RenderBuffers * rb ) {
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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 ;
}
}
}
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void RendererSceneRenderRD : : _free_render_buffer_data ( RenderBuffers * rb ) {
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if ( rb - > texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > texture ) ;
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rb - > texture = RID ( ) ;
}
if ( rb - > depth_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > depth_texture ) ;
rb - > depth_texture = RID ( ) ;
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}
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 ] ) ;
}
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for ( int i = 0 ; i < rb - > luminance . reduce . size ( ) ; i + + ) {
RD : : get_singleton ( ) - > free ( rb - > luminance . reduce [ i ] ) ;
}
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rb - > luminance . reduce . clear ( ) ;
if ( rb - > luminance . current . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > luminance . current ) ;
rb - > luminance . current = RID ( ) ;
}
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if ( rb - > ssao . ao [ 0 ] . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssao . depth ) ;
RD : : get_singleton ( ) - > free ( rb - > ssao . ao [ 0 ] ) ;
if ( rb - > ssao . ao [ 1 ] . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssao . ao [ 1 ] ) ;
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}
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if ( rb - > ssao . ao_full . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssao . ao_full ) ;
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}
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rb - > ssao . depth = RID ( ) ;
rb - > ssao . ao [ 0 ] = RID ( ) ;
rb - > ssao . ao [ 1 ] = RID ( ) ;
rb - > ssao . ao_full = RID ( ) ;
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rb - > ssao . depth_slices . clear ( ) ;
}
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if ( rb - > ssr . blur_radius [ 0 ] . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssr . blur_radius [ 0 ] ) ;
RD : : get_singleton ( ) - > free ( rb - > ssr . blur_radius [ 1 ] ) ;
rb - > ssr . blur_radius [ 0 ] = RID ( ) ;
rb - > ssr . blur_radius [ 1 ] = RID ( ) ;
}
if ( rb - > ssr . depth_scaled . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssr . depth_scaled ) ;
rb - > ssr . depth_scaled = RID ( ) ;
RD : : get_singleton ( ) - > free ( rb - > ssr . normal_scaled ) ;
rb - > ssr . normal_scaled = RID ( ) ;
}
}
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void RendererSceneRenderRD : : _process_sss ( RID p_render_buffers , const CameraMatrix & p_camera ) {
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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 ) ;
}
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void RendererSceneRenderRD : : _process_ssr ( RID p_render_buffers , RID p_dest_framebuffer , RID p_normal_buffer , RID p_specular_buffer , RID p_metallic , const Color & p_metallic_mask , RID p_environment , const CameraMatrix & p_projection , bool p_use_additive ) {
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RenderBuffers * rb = render_buffers_owner . 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 ;
}
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Environment * env = environment_owner . getornull ( p_environment ) ;
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ERR_FAIL_COND ( ! env ) ;
ERR_FAIL_COND ( ! env - > ssr_enabled ) ;
if ( rb - > ssr . depth_scaled . is_null ( ) ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
tf . width = rb - > width / 2 ;
tf . height = rb - > height / 2 ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > ssr . depth_scaled = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
rb - > ssr . normal_scaled = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
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 ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
rb - > ssr . blur_radius [ 0 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
rb - > ssr . blur_radius [ 1 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
if ( rb - > blur [ 0 ] . texture . is_null ( ) ) {
_allocate_blur_textures ( rb ) ;
_render_buffers_uniform_set_changed ( p_render_buffers ) ;
}
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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 ) ;
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storage - > get_effects ( ) - > merge_specular ( p_dest_framebuffer , p_specular_buffer , p_use_additive ? RID ( ) : rb - > texture , rb - > blur [ 0 ] . mipmaps [ 1 ] . texture ) ;
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}
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void RendererSceneRenderRD : : _process_ssao ( RID p_render_buffers , RID p_environment , RID p_normal_buffer , const CameraMatrix & p_projection ) {
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RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
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Environment * env = environment_owner . getornull ( p_environment ) ;
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ERR_FAIL_COND ( ! env ) ;
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RENDER_TIMESTAMP ( " Process SSAO " ) ;
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if ( rb - > ssao . ao [ 0 ] . is_valid ( ) & & rb - > ssao . ao_full . is_valid ( ) ! = ssao_half_size ) {
RD : : get_singleton ( ) - > free ( rb - > ssao . depth ) ;
RD : : get_singleton ( ) - > free ( rb - > ssao . ao [ 0 ] ) ;
if ( rb - > ssao . ao [ 1 ] . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssao . ao [ 1 ] ) ;
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}
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if ( rb - > ssao . ao_full . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( rb - > ssao . ao_full ) ;
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}
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rb - > ssao . depth = RID ( ) ;
rb - > ssao . ao [ 0 ] = RID ( ) ;
rb - > ssao . ao [ 1 ] = RID ( ) ;
rb - > ssao . ao_full = RID ( ) ;
rb - > ssao . depth_slices . clear ( ) ;
}
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if ( ! rb - > ssao . ao [ 0 ] . is_valid ( ) ) {
//allocate depth slices
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{
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RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
tf . width = rb - > width / 2 ;
tf . height = rb - > height / 2 ;
tf . mipmaps = Image : : get_image_required_mipmaps ( tf . width , tf . height , Image : : FORMAT_RF ) + 1 ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > ssao . depth = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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 ) ;
rb - > ssao . depth_slices . push_back ( slice ) ;
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}
}
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8_UNORM ;
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tf . width = ssao_half_size ? rb - > width / 2 : rb - > width ;
tf . height = ssao_half_size ? rb - > height / 2 : rb - > height ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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rb - > ssao . ao [ 0 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
rb - > ssao . ao [ 1 ] = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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}
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if ( ssao_half_size ) {
//upsample texture
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RD : : TextureFormat tf ;
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tf . format = RD : : DATA_FORMAT_R8_UNORM ;
tf . width = rb - > width ;
tf . height = rb - > height ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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rb - > ssao . ao_full = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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}
_render_buffers_uniform_set_changed ( p_render_buffers ) ;
}
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storage - > get_effects ( ) - > generate_ssao ( rb - > depth_texture , p_normal_buffer , Size2i ( rb - > width , rb - > height ) , rb - > ssao . depth , rb - > ssao . depth_slices , rb - > ssao . ao [ 0 ] , rb - > ssao . ao_full . is_valid ( ) , rb - > ssao . ao [ 1 ] , rb - > ssao . ao_full , env - > ssao_intensity , env - > ssao_radius , env - > ssao_bias , p_projection , ssao_quality , env - > ssao_blur , env - > ssao_blur_edge_sharpness ) ;
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}
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void RendererSceneRenderRD : : _render_buffers_post_process_and_tonemap ( RID p_render_buffers , RID p_environment , RID p_camera_effects , const CameraMatrix & p_projection ) {
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RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
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Environment * env = environment_owner . getornull ( p_environment ) ;
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//glow (if enabled)
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CameraEffects * camfx = camera_effects_owner . getornull ( p_camera_effects ) ;
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bool can_use_effects = rb - > width > = 8 & & rb - > height > = 8 ;
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if ( can_use_effects & & camfx & & ( camfx - > dof_blur_near_enabled | | camfx - > dof_blur_far_enabled ) & & camfx - > dof_blur_amount > 0.0 ) {
if ( rb - > blur [ 0 ] . texture . is_null ( ) ) {
_allocate_blur_textures ( rb ) ;
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_render_buffers_uniform_set_changed ( p_render_buffers ) ;
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}
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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 ( ) ) ;
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}
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if ( can_use_effects & & env & & env - > auto_exposure ) {
if ( rb - > luminance . current . is_null ( ) ) {
_allocate_luminance_textures ( rb ) ;
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_render_buffers_uniform_set_changed ( p_render_buffers ) ;
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}
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 ] ) ;
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RenderingServerDefault : : redraw_request ( ) ; //redraw all the time if auto exposure rendering is on
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}
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int max_glow_level = - 1 ;
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if ( can_use_effects & & env & & env - > glow_enabled ) {
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/* see that blur textures are allocated */
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if ( rb - > blur [ 1 ] . texture . is_null ( ) ) {
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_allocate_blur_textures ( rb ) ;
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_render_buffers_uniform_set_changed ( p_render_buffers ) ;
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}
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for ( int i = 0 ; i < RS : : MAX_GLOW_LEVELS ; i + + ) {
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if ( env - > glow_levels [ i ] > 0.0 ) {
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if ( i > = rb - > blur [ 1 ] . 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 ) {
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RID luminance_texture ;
if ( env - > auto_exposure & & rb - > luminance . current . is_valid ( ) ) {
luminance_texture = rb - > luminance . current ;
}
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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 ) ;
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} else {
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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 ) ;
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}
}
}
{
//tonemap
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EffectsRD : : TonemapSettings tonemap ;
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if ( can_use_effects & & env & & env - > auto_exposure & & rb - > luminance . current . is_valid ( ) ) {
tonemap . use_auto_exposure = true ;
tonemap . exposure_texture = rb - > luminance . current ;
tonemap . auto_exposure_grey = env - > auto_exp_scale ;
} else {
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tonemap . exposure_texture = storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ;
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}
if ( can_use_effects & & env & & env - > glow_enabled ) {
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tonemap . use_glow = true ;
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tonemap . glow_mode = EffectsRD : : TonemapSettings : : GlowMode ( env - > glow_blend_mode ) ;
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tonemap . glow_intensity = env - > glow_blend_mode = = RS : : ENV_GLOW_BLEND_MODE_MIX ? env - > glow_mix : env - > glow_intensity ;
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for ( int i = 0 ; i < RS : : MAX_GLOW_LEVELS ; i + + ) {
tonemap . glow_levels [ i ] = env - > glow_levels [ i ] ;
}
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tonemap . glow_texture_size . x = rb - > blur [ 1 ] . mipmaps [ 0 ] . width ;
tonemap . glow_texture_size . y = rb - > blur [ 1 ] . mipmaps [ 0 ] . height ;
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tonemap . glow_use_bicubic_upscale = glow_bicubic_upscale ;
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tonemap . glow_texture = rb - > blur [ 1 ] . texture ;
} else {
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tonemap . glow_texture = storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
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}
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if ( rb - > screen_space_aa = = RS : : VIEWPORT_SCREEN_SPACE_AA_FXAA ) {
tonemap . use_fxaa = true ;
}
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tonemap . use_debanding = rb - > use_debanding ;
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tonemap . texture_size = Vector2i ( rb - > width , rb - > height ) ;
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if ( env ) {
tonemap . tonemap_mode = env - > tone_mapper ;
tonemap . white = env - > white ;
tonemap . exposure = env - > exposure ;
}
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tonemap . use_color_correction = false ;
tonemap . use_1d_color_correction = false ;
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tonemap . color_correction_texture = storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
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if ( can_use_effects & & env ) {
tonemap . use_bcs = env - > adjustments_enabled ;
tonemap . brightness = env - > adjustments_brightness ;
tonemap . contrast = env - > adjustments_contrast ;
tonemap . saturation = env - > adjustments_saturation ;
if ( env - > adjustments_enabled & & env - > color_correction . is_valid ( ) ) {
tonemap . use_color_correction = true ;
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tonemap . use_1d_color_correction = env - > use_1d_color_correction ;
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tonemap . color_correction_texture = storage - > texture_get_rd_texture ( env - > color_correction ) ;
}
}
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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 ) ;
}
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void RendererSceneRenderRD : : _render_buffers_debug_draw ( RID p_render_buffers , RID p_shadow_atlas ) {
EffectsRD * effects = storage - > get_effects ( ) ;
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RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS ) {
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if ( p_shadow_atlas . is_valid ( ) ) {
RID shadow_atlas_texture = shadow_atlas_get_texture ( p_shadow_atlas ) ;
Size2 rtsize = storage - > render_target_get_size ( rb - > render_target ) ;
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effects - > copy_to_fb_rect ( shadow_atlas_texture , storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2i ( Vector2 ( ) , rtsize / 2 ) , false , true ) ;
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}
}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS ) {
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if ( directional_shadow_get_texture ( ) . is_valid ( ) ) {
RID shadow_atlas_texture = directional_shadow_get_texture ( ) ;
Size2 rtsize = storage - > render_target_get_size ( rb - > render_target ) ;
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effects - > copy_to_fb_rect ( shadow_atlas_texture , storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2i ( Vector2 ( ) , rtsize / 2 ) , false , true ) ;
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}
}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_DECAL_ATLAS ) {
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 ) ;
}
}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE ) {
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if ( rb - > luminance . current . is_valid ( ) ) {
Size2 rtsize = storage - > render_target_get_size ( rb - > render_target ) ;
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effects - > copy_to_fb_rect ( rb - > luminance . current , storage - > render_target_get_rd_framebuffer ( rb - > render_target ) , Rect2 ( Vector2 ( ) , rtsize / 8 ) , false , true ) ;
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}
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}
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SSAO & & rb - > ssao . ao [ 0 ] . is_valid ( ) ) {
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Size2 rtsize = storage - > render_target_get_size ( rb - > render_target ) ;
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RID ao_buf = rb - > ssao . ao_full . is_valid ( ) ? rb - > ssao . ao_full : rb - > ssao . ao [ 0 ] ;
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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 & & _render_buffers_get_ambient_texture ( p_render_buffers ) . is_valid ( ) ) {
Size2 rtsize = storage - > render_target_get_size ( rb - > render_target ) ;
RID ambient_texture = _render_buffers_get_ambient_texture ( p_render_buffers ) ;
RID reflection_texture = _render_buffers_get_reflection_texture ( p_render_buffers ) ;
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 ) ;
}
}
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void RendererSceneRenderRD : : environment_set_adjustment ( RID p_env , bool p_enable , float p_brightness , float p_contrast , float p_saturation , bool p_use_1d_color_correction , RID p_color_correction ) {
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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 ;
}
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void RendererSceneRenderRD : : _sdfgi_debug_draw ( RID p_render_buffers , const CameraMatrix & p_projection , const Transform & p_transform ) {
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
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}
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 5 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . ids . push_back ( rb - > sdfgi - > occlusion_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 8 ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . ids . push_back ( rb - > sdfgi - > cascades_ubo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 10 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . ids . push_back ( rb - > texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 11 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 , 8 , 8 , 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 ) ;
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}
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RID RendererSceneRenderRD : : render_buffers_get_back_buffer_texture ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
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if ( ! rb - > blur [ 0 ] . texture . is_valid ( ) ) {
return RID ( ) ; //not valid at the moment
}
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return rb - > blur [ 0 ] . texture ;
}
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RID RendererSceneRenderRD : : render_buffers_get_ao_texture ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
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return rb - > ssao . ao_full . is_valid ( ) ? rb - > ssao . ao_full : rb - > ssao . ao [ 0 ] ;
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}
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RID RendererSceneRenderRD : : render_buffers_get_gi_probe_buffer ( RID p_render_buffers ) {
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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 ;
}
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RID RendererSceneRenderRD : : render_buffers_get_default_gi_probe_buffer ( ) {
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return default_giprobe_buffer ;
}
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uint32_t RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_count ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
return rb - > sdfgi - > cascades . size ( ) ;
}
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bool RendererSceneRenderRD : : render_buffers_is_sdfgi_enabled ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , false ) ;
return rb - > sdfgi ! = nullptr ;
}
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RID RendererSceneRenderRD : : render_buffers_get_sdfgi_irradiance_probes ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , RID ( ) ) ;
return rb - > sdfgi - > lightprobe_texture ;
}
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Vector3 RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_offset ( RID p_render_buffers , uint32_t p_cascade ) const {
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const RenderBuffers * rb = render_buffers_owner . 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 ;
}
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Vector3i RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_probe_offset ( RID p_render_buffers , uint32_t p_cascade ) const {
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const RenderBuffers * rb = render_buffers_owner . 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 ;
}
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float RendererSceneRenderRD : : render_buffers_get_sdfgi_normal_bias ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
return rb - > sdfgi - > normal_bias ;
}
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float RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_probe_size ( RID p_render_buffers , uint32_t p_cascade ) const {
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const RenderBuffers * rb = render_buffers_owner . 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 ) ;
}
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uint32_t RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_probe_count ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
return rb - > sdfgi - > probe_axis_count ;
}
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uint32_t RendererSceneRenderRD : : render_buffers_get_sdfgi_cascade_size ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , 0 ) ;
return rb - > sdfgi - > cascade_size ;
}
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bool RendererSceneRenderRD : : render_buffers_is_sdfgi_using_occlusion ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , false ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , false ) ;
return rb - > sdfgi - > uses_occlusion ;
}
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float RendererSceneRenderRD : : render_buffers_get_sdfgi_energy ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , 0 ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , false ) ;
return rb - > sdfgi - > energy ;
}
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RID RendererSceneRenderRD : : render_buffers_get_sdfgi_occlusion_texture ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
ERR_FAIL_COND_V ( ! rb - > sdfgi , RID ( ) ) ;
return rb - > sdfgi - > occlusion_texture ;
}
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bool RendererSceneRenderRD : : render_buffers_has_volumetric_fog ( RID p_render_buffers ) const {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , false ) ;
return rb - > volumetric_fog ! = nullptr ;
}
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RID RendererSceneRenderRD : : render_buffers_get_volumetric_fog_texture ( RID p_render_buffers ) {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb | | ! rb - > volumetric_fog , RID ( ) ) ;
return rb - > volumetric_fog - > fog_map ;
}
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RID RendererSceneRenderRD : : render_buffers_get_volumetric_fog_sky_uniform_set ( RID p_render_buffers ) {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb , RID ( ) ) ;
if ( ! rb - > volumetric_fog ) {
return RID ( ) ;
}
return rb - > volumetric_fog - > sky_uniform_set ;
}
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float RendererSceneRenderRD : : render_buffers_get_volumetric_fog_end ( RID p_render_buffers ) {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb | | ! rb - > volumetric_fog , 0 ) ;
return rb - > volumetric_fog - > length ;
}
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float RendererSceneRenderRD : : render_buffers_get_volumetric_fog_detail_spread ( RID p_render_buffers ) {
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const RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND_V ( ! rb | | ! rb - > volumetric_fog , 0 ) ;
return rb - > volumetric_fog - > spread ;
}
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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 ) {
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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 ;
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rb - > screen_space_aa = p_screen_space_aa ;
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rb - > use_debanding = p_use_debanding ;
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_free_render_buffer_data ( rb ) ;
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = rb - > width ;
tf . height = rb - > height ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
if ( rb - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
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tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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} else {
tf . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
}
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rb - > texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
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{
RD : : TextureFormat tf ;
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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 ;
}
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tf . width = p_width ;
tf . height = p_height ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
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if ( rb - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
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tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
} else {
tf . usage_bits | = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ;
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}
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rb - > depth_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
rb - > data - > configure ( rb - > texture , rb - > depth_texture , p_width , p_height , p_msaa ) ;
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_render_buffers_uniform_set_changed ( p_render_buffers ) ;
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}
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void RendererSceneRenderRD : : sub_surface_scattering_set_quality ( RS : : SubSurfaceScatteringQuality p_quality ) {
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sss_quality = p_quality ;
}
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RS : : SubSurfaceScatteringQuality RendererSceneRenderRD : : sub_surface_scattering_get_quality ( ) const {
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return sss_quality ;
}
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void RendererSceneRenderRD : : sub_surface_scattering_set_scale ( float p_scale , float p_depth_scale ) {
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sss_scale = p_scale ;
sss_depth_scale = p_depth_scale ;
}
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void RendererSceneRenderRD : : shadows_quality_set ( RS : : ShadowQuality p_quality ) {
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ERR_FAIL_INDEX_MSG ( p_quality , RS : : SHADOW_QUALITY_MAX , " Shadow quality too high, please see RenderingServer's ShadowQuality enum " ) ;
if ( shadows_quality ! = p_quality ) {
shadows_quality = p_quality ;
switch ( shadows_quality ) {
case RS : : SHADOW_QUALITY_HARD : {
penumbra_shadow_samples = 4 ;
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 ) ;
}
}
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void RendererSceneRenderRD : : directional_shadow_quality_set ( RS : : ShadowQuality p_quality ) {
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ERR_FAIL_INDEX_MSG ( p_quality , RS : : SHADOW_QUALITY_MAX , " Shadow quality too high, please see RenderingServer's ShadowQuality enum " ) ;
if ( directional_shadow_quality ! = p_quality ) {
directional_shadow_quality = p_quality ;
switch ( directional_shadow_quality ) {
case RS : : SHADOW_QUALITY_HARD : {
directional_penumbra_shadow_samples = 4 ;
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 ) ;
}
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}
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int RendererSceneRenderRD : : get_roughness_layers ( ) const {
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return roughness_layers ;
}
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bool RendererSceneRenderRD : : is_using_radiance_cubemap_array ( ) const {
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return sky_use_cubemap_array ;
}
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RendererSceneRenderRD : : RenderBufferData * RendererSceneRenderRD : : render_buffers_get_data ( RID p_render_buffers ) {
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RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
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ERR_FAIL_COND_V ( ! rb , nullptr ) ;
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return rb - > data ;
}
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void RendererSceneRenderRD : : _setup_reflections ( RID * p_reflection_probe_cull_result , int p_reflection_probe_cull_count , const Transform & p_camera_inverse_transform , RID p_environment ) {
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for ( int i = 0 ; i < p_reflection_probe_cull_count ; i + + ) {
RID rpi = p_reflection_probe_cull_result [ i ] ;
if ( i > = ( int ) cluster . max_reflections ) {
reflection_probe_instance_set_render_index ( rpi , 0 ) ; //invalid, but something needs to be set
continue ;
}
reflection_probe_instance_set_render_index ( rpi , i ) ;
RID base_probe = reflection_probe_instance_get_probe ( rpi ) ;
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 = reflection_probe_instance_get_atlas_index ( rpi ) ;
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 ) ;
float intensity = storage - > reflection_probe_get_intensity ( base_probe ) ;
bool interior = storage - > reflection_probe_is_interior ( base_probe ) ;
bool box_projection = storage - > reflection_probe_is_box_projection ( base_probe ) ;
reflection_ubo . params [ 0 ] = intensity ;
reflection_ubo . params [ 1 ] = 0 ;
reflection_ubo . params [ 2 ] = interior ? 1.0 : 0.0 ;
reflection_ubo . params [ 3 ] = box_projection ? 1.0 : 0.0 ;
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 ) ;
uint32_t ambient_mode = storage - > reflection_probe_get_ambient_mode ( 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 ;
reflection_ubo . ambient_mode = ambient_mode ;
Transform transform = reflection_probe_instance_get_transform ( rpi ) ;
Transform proj = ( p_camera_inverse_transform * transform ) . inverse ( ) ;
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RendererStorageRD : : store_transform ( proj , reflection_ubo . local_matrix ) ;
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cluster . builder . add_reflection_probe ( transform , extents ) ;
reflection_probe_instance_set_render_pass ( rpi , RSG : : rasterizer - > get_frame_number ( ) ) ;
}
if ( p_reflection_probe_cull_count ) {
RD : : get_singleton ( ) - > buffer_update ( cluster . reflection_buffer , 0 , MIN ( cluster . max_reflections , ( unsigned int ) p_reflection_probe_cull_count ) * sizeof ( ReflectionData ) , cluster . reflections , true ) ;
}
}
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void RendererSceneRenderRD : : _setup_lights ( RID * p_light_cull_result , int p_light_cull_count , const Transform & p_camera_inverse_transform , RID p_shadow_atlas , bool p_using_shadows , uint32_t & r_directional_light_count , uint32_t & r_positional_light_count ) {
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uint32_t light_count = 0 ;
r_directional_light_count = 0 ;
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r_positional_light_count = 0 ;
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sky_scene_state . ubo . directional_light_count = 0 ;
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for ( int i = 0 ; i < p_light_cull_count ; i + + ) {
RID li = p_light_cull_result [ i ] ;
RID base = light_instance_get_base_light ( li ) ;
ERR_CONTINUE ( base . is_null ( ) ) ;
RS : : LightType type = storage - > light_get_type ( base ) ;
switch ( type ) {
case RS : : LIGHT_DIRECTIONAL : {
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// 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 = light_instance_get_base_transform ( li ) ;
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 ) ) {
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continue ;
}
Cluster : : DirectionalLightData & light_data = cluster . directional_lights [ r_directional_light_count ] ;
Transform light_transform = light_instance_get_base_transform ( li ) ;
Vector3 direction = p_camera_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 = light_instance_get_directional_shadow_atlas_rect ( li , j ) ;
CameraMatrix matrix = light_instance_get_shadow_camera ( li , j ) ;
float split = light_instance_get_directional_shadow_split ( li , MIN ( limit , j ) ) ;
CameraMatrix bias ;
bias . set_light_bias ( ) ;
CameraMatrix rectm ;
rectm . set_light_atlas_rect ( atlas_rect ) ;
Transform modelview = ( p_camera_inverse_transform * light_instance_get_shadow_transform ( li , j ) ) . inverse ( ) ;
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview ;
light_data . shadow_split_offsets [ j ] = split ;
float bias_scale = light_instance_get_shadow_bias_scale ( li , j ) ;
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 ) * light_instance_get_directional_shadow_texel_size ( li , j ) ;
light_data . shadow_transmittance_bias [ j ] = storage - > light_get_transmittance_bias ( base ) * bias_scale ;
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light_data . shadow_z_range [ j ] = light_instance_get_shadow_range ( li , j ) ;
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light_data . shadow_range_begin [ j ] = light_instance_get_shadow_range_begin ( li , j ) ;
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RendererStorageRD : : store_camera ( shadow_mtx , light_data . shadow_matrices [ j ] ) ;
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Vector2 uv_scale = light_instance_get_shadow_uv_scale ( li , j ) ;
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 ] ;
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light_data . shadow_volumetric_fog_fade = 1.0 / storage - > light_get_shadow_volumetric_fog_fade ( base ) ;
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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_SPOT :
case RS : : LIGHT_OMNI : {
if ( light_count > = cluster . max_lights ) {
continue ;
}
Transform light_transform = light_instance_get_base_transform ( li ) ;
Cluster : : LightData & light_data = cluster . lights [ light_count ] ;
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cluster . lights_instances [ light_count ] = li ;
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float sign = storage - > light_is_negative ( base ) ? - 1 : 1 ;
Color linear_col = storage - > light_get_color ( base ) . to_linear ( ) ;
light_data . attenuation_energy [ 0 ] = Math : : make_half_float ( storage - > light_get_param ( base , RS : : LIGHT_PARAM_ATTENUATION ) ) ;
light_data . attenuation_energy [ 1 ] = Math : : make_half_float ( sign * storage - > light_get_param ( base , RS : : LIGHT_PARAM_ENERGY ) * Math_PI ) ;
light_data . color_specular [ 0 ] = MIN ( uint32_t ( linear_col . r * 255 ) , 255 ) ;
light_data . color_specular [ 1 ] = MIN ( uint32_t ( linear_col . g * 255 ) , 255 ) ;
light_data . color_specular [ 2 ] = MIN ( uint32_t ( linear_col . b * 255 ) , 255 ) ;
light_data . color_specular [ 3 ] = MIN ( uint32_t ( storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPECULAR ) * 255 ) , 255 ) ;
float radius = MAX ( 0.001 , storage - > light_get_param ( base , RS : : LIGHT_PARAM_RANGE ) ) ;
light_data . inv_radius = 1.0 / radius ;
Vector3 pos = p_camera_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 = p_camera_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 . cone_attenuation_angle [ 0 ] = Math : : make_half_float ( 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 . cone_attenuation_angle [ 1 ] = Math : : make_half_float ( 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 ( p_using_shadows & & p_shadow_atlas . is_valid ( ) & & shadow_atlas_owns_light_instance ( p_shadow_atlas , li ) ) {
// fill in the shadow information
Color shadow_color = storage - > light_get_shadow_color ( base ) ;
light_data . shadow_color_enabled [ 0 ] = MIN ( uint32_t ( shadow_color . r * 255 ) , 255 ) ;
light_data . shadow_color_enabled [ 1 ] = MIN ( uint32_t ( shadow_color . g * 255 ) , 255 ) ;
light_data . shadow_color_enabled [ 2 ] = MIN ( uint32_t ( shadow_color . b * 255 ) , 255 ) ;
light_data . shadow_color_enabled [ 3 ] = 255 ;
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 , 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 , 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 , 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 ) ;
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light_data . shadow_volumetric_fog_fade = 1.0 / storage - > light_get_shadow_volumetric_fog_fade ( base ) ;
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if ( type = = RS : : LIGHT_OMNI ) {
light_data . atlas_rect [ 3 ] * = 0.5 ; //one paraboloid on top of another
Transform proj = ( p_camera_inverse_transform * light_transform ) . inverse ( ) ;
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RendererStorageRD : : store_transform ( proj , light_data . shadow_matrix ) ;
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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 = ( p_camera_inverse_transform * light_transform ) . inverse ( ) ;
CameraMatrix bias ;
bias . set_light_bias ( ) ;
CameraMatrix shadow_mtx = bias * light_instance_get_shadow_camera ( li , 0 ) * modelview ;
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RendererStorageRD : : store_camera ( shadow_mtx , light_data . shadow_matrix ) ;
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if ( size > 0.0 ) {
CameraMatrix cm = light_instance_get_shadow_camera ( li , 0 ) ;
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_color_enabled [ 3 ] = 0 ;
}
light_instance_set_index ( li , light_count ) ;
cluster . builder . add_light ( type = = RS : : LIGHT_SPOT ? LightClusterBuilder : : LIGHT_TYPE_SPOT : LightClusterBuilder : : LIGHT_TYPE_OMNI , light_transform , radius , spot_angle ) ;
light_count + + ;
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r_positional_light_count + + ;
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} break ;
}
light_instance_set_render_pass ( li , RSG : : rasterizer - > get_frame_number ( ) ) ;
//update UBO for forward rendering, blit to texture for clustered
}
if ( light_count ) {
RD : : get_singleton ( ) - > buffer_update ( cluster . light_buffer , 0 , sizeof ( Cluster : : LightData ) * light_count , cluster . lights , true ) ;
}
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 , true ) ;
}
}
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void RendererSceneRenderRD : : _setup_decals ( const RID * p_decal_instances , int p_decal_count , const Transform & p_camera_inverse_xform ) {
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Transform uv_xform ;
uv_xform . basis . scale ( Vector3 ( 2.0 , 1.0 , 2.0 ) ) ;
uv_xform . origin = Vector3 ( - 1.0 , 0.0 , - 1.0 ) ;
p_decal_count = MIN ( ( uint32_t ) p_decal_count , cluster . max_decals ) ;
int idx = 0 ;
for ( int i = 0 ; i < p_decal_count ; i + + ) {
RID di = p_decal_instances [ i ] ;
RID decal = decal_instance_get_base ( di ) ;
Transform xform = decal_instance_get_transform ( di ) ;
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 ) {
if ( distance > fade_begin + fade_length ) {
continue ; // do not use this decal, its invisible
}
fade = 1.0 - ( distance - fade_begin ) / fade_length ;
}
}
Cluster : : DecalData & dd = cluster . decals [ idx ] ;
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 * decal_instance_get_transform ( di ) * scale_xform * uv_xform ) . affine_inverse ( ) ;
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RendererStorageRD : : store_transform ( to_decal_xform , dd . xform ) ;
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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 ( ) ;
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RendererStorageRD : : store_basis_3x4 ( normal_xform , dd . normal_xform ) ;
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} else {
dd . normal_rect [ 0 ] = 0 ;
dd . normal_rect [ 1 ] = 0 ;
dd . normal_rect [ 2 ] = 0 ;
dd . normal_rect [ 3 ] = 0 ;
}
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 ) ;
cluster . builder . add_decal ( xform , decal_extents ) ;
idx + + ;
}
if ( idx > 0 ) {
RD : : get_singleton ( ) - > buffer_update ( cluster . decal_buffer , 0 , sizeof ( Cluster : : DecalData ) * idx , cluster . decals , true ) ;
}
}
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void RendererSceneRenderRD : : _volumetric_fog_erase ( RenderBuffers * rb ) {
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ERR_FAIL_COND ( ! rb - > volumetric_fog ) ;
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > light_density_map ) ;
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > fog_map ) ;
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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 ) ;
}
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memdelete ( rb - > volumetric_fog ) ;
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rb - > volumetric_fog = nullptr ;
}
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void RendererSceneRenderRD : : _allocate_shadow_shrink_stages ( RID p_base , int p_base_size , Vector < ShadowShrinkStage > & shrink_stages , uint32_t p_target_size ) {
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//create fog mipmaps
uint32_t fog_texture_size = p_target_size ;
uint32_t base_texture_size = p_base_size ;
ShadowShrinkStage first ;
first . size = base_texture_size ;
first . texture = p_base ;
shrink_stages . push_back ( first ) ; //put depth first in case we dont find smaller ones
while ( fog_texture_size < base_texture_size ) {
base_texture_size = MAX ( base_texture_size / 8 , fog_texture_size ) ;
ShadowShrinkStage s ;
s . size = base_texture_size ;
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
tf . width = base_texture_size ;
tf . height = base_texture_size ;
tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT ;
if ( base_texture_size = = fog_texture_size ) {
s . filter_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . usage_bits | = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
}
s . texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
shrink_stages . push_back ( s ) ;
}
}
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void RendererSceneRenderRD : : _clear_shadow_shrink_stages ( Vector < ShadowShrinkStage > & shrink_stages ) {
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for ( int i = 1 ; i < shrink_stages . size ( ) ; i + + ) {
RD : : get_singleton ( ) - > free ( shrink_stages [ i ] . texture ) ;
if ( shrink_stages [ i ] . filter_texture . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( shrink_stages [ i ] . filter_texture ) ;
}
}
shrink_stages . clear ( ) ;
}
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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 ) {
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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 ;
}
if ( env & & env - > volumetric_fog_enabled & & ! rb - > volumetric_fog ) {
//required volumetric fog but not existing, create
rb - > volumetric_fog = memnew ( VolumetricFog ) ;
rb - > volumetric_fog - > width = target_width ;
rb - > volumetric_fog - > height = target_height ;
rb - > volumetric_fog - > depth = volumetric_fog_depth ;
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = target_width ;
tf . height = target_height ;
tf . depth = volumetric_fog_depth ;
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tf . texture_type = RD : : TEXTURE_TYPE_3D ;
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tf . usage_bits = RD : : TEXTURE_USAGE_STORAGE_BIT ;
rb - > volumetric_fog - > light_density_map = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . usage_bits | = 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 ) ;
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Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 0 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . 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 ) ;
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}
//update directional shadow
if ( p_use_directional_shadows ) {
if ( directional_shadow . shrink_stages . empty ( ) ) {
if ( rb - > volumetric_fog - > uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > uniform_set ) ) {
//invalidate uniform set, we will need a new one
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > uniform_set ) ;
rb - > volumetric_fog - > uniform_set = RID ( ) ;
}
_allocate_shadow_shrink_stages ( directional_shadow . depth , directional_shadow . size , directional_shadow . shrink_stages , volumetric_fog_directional_shadow_shrink ) ;
}
if ( directional_shadow . shrink_stages . size ( ) > 1 ) {
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
for ( int i = 1 ; i < directional_shadow . shrink_stages . size ( ) ; i + + ) {
int32_t src_size = directional_shadow . shrink_stages [ i - 1 ] . size ;
int32_t dst_size = directional_shadow . shrink_stages [ i ] . size ;
Rect2i r ( 0 , 0 , src_size , src_size ) ;
int32_t shrink_limit = 8 / ( src_size / dst_size ) ;
storage - > get_effects ( ) - > reduce_shadow ( directional_shadow . shrink_stages [ i - 1 ] . texture , directional_shadow . shrink_stages [ i ] . texture , Size2i ( src_size , src_size ) , r , shrink_limit , compute_list ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
if ( env - > volumetric_fog_shadow_filter ! = RS : : ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED & & directional_shadow . shrink_stages [ i ] . filter_texture . is_valid ( ) ) {
Rect2i rf ( 0 , 0 , dst_size , dst_size ) ;
storage - > get_effects ( ) - > filter_shadow ( directional_shadow . shrink_stages [ i ] . texture , directional_shadow . shrink_stages [ i ] . filter_texture , Size2i ( dst_size , dst_size ) , rf , env - > volumetric_fog_shadow_filter , compute_list ) ;
}
}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
}
ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
if ( shadow_atlas ) {
//shrink shadows that need to be shrunk
bool force_shrink_shadows = false ;
if ( shadow_atlas - > shrink_stages . empty ( ) ) {
if ( rb - > volumetric_fog - > uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > volumetric_fog - > uniform_set ) ) {
//invalidate uniform set, we will need a new one
RD : : get_singleton ( ) - > free ( rb - > volumetric_fog - > uniform_set ) ;
rb - > volumetric_fog - > uniform_set = RID ( ) ;
}
_allocate_shadow_shrink_stages ( shadow_atlas - > depth , shadow_atlas - > size , shadow_atlas - > shrink_stages , volumetric_fog_positional_shadow_shrink ) ;
force_shrink_shadows = true ;
}
if ( rb - > volumetric_fog - > last_shadow_filter ! = env - > volumetric_fog_shadow_filter ) {
//if shadow filter changed, invalidate caches
rb - > volumetric_fog - > last_shadow_filter = env - > volumetric_fog_shadow_filter ;
force_shrink_shadows = true ;
}
cluster . lights_shadow_rect_cache_count = 0 ;
for ( int i = 0 ; i < p_positional_light_count ; i + + ) {
if ( cluster . lights [ i ] . shadow_color_enabled [ 3 ] > 127 ) {
RID li = cluster . lights_instances [ i ] ;
ERR_CONTINUE ( ! shadow_atlas - > shadow_owners . has ( li ) ) ;
uint32_t key = shadow_atlas - > shadow_owners [ li ] ;
uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
ERR_CONTINUE ( ( int ) shadow > = shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) ) ;
ShadowAtlas : : Quadrant : : Shadow & s = shadow_atlas - > quadrants [ quadrant ] . shadows . write [ shadow ] ;
if ( ! force_shrink_shadows & & s . fog_version = = s . version ) {
continue ; //do not update, no need
}
s . fog_version = s . version ;
uint32_t quadrant_size = shadow_atlas - > size > > 1 ;
Rect2i atlas_rect ;
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 . x = shadow_size ;
atlas_rect . size . y = shadow_size ;
cluster . lights_shadow_rect_cache [ cluster . lights_shadow_rect_cache_count ] = atlas_rect ;
cluster . lights_shadow_rect_cache_count + + ;
if ( cluster . lights_shadow_rect_cache_count = = cluster . max_lights ) {
break ; //light limit reached
}
}
}
if ( cluster . lights_shadow_rect_cache_count > 0 ) {
//there are shadows to be shrunk, try to do them in parallel
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
for ( int i = 1 ; i < shadow_atlas - > shrink_stages . size ( ) ; i + + ) {
int32_t base_size = shadow_atlas - > shrink_stages [ 0 ] . size ;
int32_t src_size = shadow_atlas - > shrink_stages [ i - 1 ] . size ;
int32_t dst_size = shadow_atlas - > shrink_stages [ i ] . size ;
uint32_t rect_divisor = base_size / src_size ;
int32_t shrink_limit = 8 / ( src_size / dst_size ) ;
//shrink in parallel for more performance
for ( uint32_t j = 0 ; j < cluster . lights_shadow_rect_cache_count ; j + + ) {
Rect2i src_rect = cluster . lights_shadow_rect_cache [ j ] ;
src_rect . position / = rect_divisor ;
src_rect . size / = rect_divisor ;
storage - > get_effects ( ) - > reduce_shadow ( shadow_atlas - > shrink_stages [ i - 1 ] . texture , shadow_atlas - > shrink_stages [ i ] . texture , Size2i ( src_size , src_size ) , src_rect , shrink_limit , compute_list ) ;
}
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
if ( env - > volumetric_fog_shadow_filter ! = RS : : ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED & & shadow_atlas - > shrink_stages [ i ] . filter_texture . is_valid ( ) ) {
uint32_t filter_divisor = base_size / dst_size ;
//filter in parallel for more performance
for ( uint32_t j = 0 ; j < cluster . lights_shadow_rect_cache_count ; j + + ) {
Rect2i dst_rect = cluster . lights_shadow_rect_cache [ j ] ;
dst_rect . position / = filter_divisor ;
dst_rect . size / = filter_divisor ;
storage - > get_effects ( ) - > filter_shadow ( shadow_atlas - > shrink_stages [ i ] . texture , shadow_atlas - > shrink_stages [ i ] . filter_texture , Size2i ( dst_size , dst_size ) , dst_rect , env - > volumetric_fog_shadow_filter , compute_list , true , false ) ;
}
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
for ( uint32_t j = 0 ; j < cluster . lights_shadow_rect_cache_count ; j + + ) {
Rect2i dst_rect = cluster . lights_shadow_rect_cache [ j ] ;
dst_rect . position / = filter_divisor ;
dst_rect . size / = filter_divisor ;
storage - > get_effects ( ) - > filter_shadow ( shadow_atlas - > shrink_stages [ i ] . texture , shadow_atlas - > shrink_stages [ i ] . filter_texture , Size2i ( dst_size , dst_size ) , dst_rect , env - > volumetric_fog_shadow_filter , compute_list , false , true ) ;
}
}
}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
}
//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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 1 ;
if ( shadow_atlas = = nullptr | | shadow_atlas - > shrink_stages . size ( ) = = 0 ) {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ) ;
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} else {
u . ids . push_back ( shadow_atlas - > shrink_stages [ shadow_atlas - > shrink_stages . size ( ) - 1 ] . texture ) ;
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 2 ;
if ( directional_shadow . shrink_stages . size ( ) = = 0 ) {
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ) ;
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} else {
u . ids . push_back ( directional_shadow . shrink_stages [ directional_shadow . shrink_stages . size ( ) - 1 ] . texture ) ;
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 3 ;
u . ids . push_back ( get_positional_light_buffer ( ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 4 ;
u . ids . push_back ( get_directional_light_buffer ( ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 5 ;
u . ids . push_back ( get_cluster_builder_texture ( ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 6 ;
u . ids . push_back ( get_cluster_builder_indices_buffer ( ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 8 ;
u . ids . push_back ( rb - > volumetric_fog - > light_density_map ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
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u . binding = 9 ;
u . ids . push_back ( rb - > volumetric_fog - > fog_map ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 10 ;
u . ids . push_back ( shadow_sampler ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 11 ;
u . ids . push_back ( render_buffers_get_gi_probe_buffer ( p_render_buffers ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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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 ) ;
}
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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 0 ;
u . ids . push_back ( gi . sdfgi_ubo ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 1 ;
u . ids . push_back ( rb - > sdfgi - > ambient_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 2 ;
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 : : PushConstant push_constant ;
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 ( ) ;
}
push_constant . fog_frustum_size_begin [ 0 ] = fog_near_size . x ;
push_constant . fog_frustum_size_begin [ 1 ] = fog_near_size . y ;
push_constant . fog_frustum_size_end [ 0 ] = fog_far_size . x ;
push_constant . fog_frustum_size_end [ 1 ] = fog_far_size . y ;
push_constant . z_near = z_near ;
push_constant . z_far = z_far ;
push_constant . fog_frustum_end = fog_end ;
push_constant . fog_volume_size [ 0 ] = rb - > volumetric_fog - > width ;
push_constant . fog_volume_size [ 1 ] = rb - > volumetric_fog - > height ;
push_constant . fog_volume_size [ 2 ] = rb - > volumetric_fog - > depth ;
push_constant . directional_light_count = p_directional_light_count ;
Color light = env - > volumetric_fog_light . to_linear ( ) ;
push_constant . light_energy [ 0 ] = light . r * env - > volumetric_fog_light_energy ;
push_constant . light_energy [ 1 ] = light . g * env - > volumetric_fog_light_energy ;
push_constant . light_energy [ 2 ] = light . b * env - > volumetric_fog_light_energy ;
push_constant . base_density = env - > volumetric_fog_density ;
push_constant . detail_spread = env - > volumetric_fog_detail_spread ;
push_constant . gi_inject = env - > volumetric_fog_gi_inject ;
push_constant . cam_rotation [ 0 ] = p_cam_transform . basis [ 0 ] [ 0 ] ;
push_constant . cam_rotation [ 1 ] = p_cam_transform . basis [ 1 ] [ 0 ] ;
push_constant . cam_rotation [ 2 ] = p_cam_transform . basis [ 2 ] [ 0 ] ;
push_constant . cam_rotation [ 3 ] = 0 ;
push_constant . cam_rotation [ 4 ] = p_cam_transform . basis [ 0 ] [ 1 ] ;
push_constant . cam_rotation [ 5 ] = p_cam_transform . basis [ 1 ] [ 1 ] ;
push_constant . cam_rotation [ 6 ] = p_cam_transform . basis [ 2 ] [ 1 ] ;
push_constant . cam_rotation [ 7 ] = 0 ;
push_constant . cam_rotation [ 8 ] = p_cam_transform . basis [ 0 ] [ 2 ] ;
push_constant . cam_rotation [ 9 ] = p_cam_transform . basis [ 1 ] [ 2 ] ;
push_constant . cam_rotation [ 10 ] = p_cam_transform . basis [ 2 ] [ 2 ] ;
push_constant . cam_rotation [ 11 ] = 0 ;
push_constant . filter_axis = 0 ;
push_constant . max_gi_probes = env - > volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0 ;
/* 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 : : 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_set_push_constant ( compute_list , & push_constant , sizeof ( VolumetricFogShader : : PushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth , 4 , 4 , 4 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
if ( use_filter ) {
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_set_push_constant ( compute_list , & push_constant , sizeof ( VolumetricFogShader : : PushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth , 8 , 8 , 1 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
push_constant . filter_axis = 1 ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , rb - > volumetric_fog - > uniform_set2 , 0 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( VolumetricFogShader : : PushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , rb - > volumetric_fog - > depth , 8 , 8 , 1 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
}
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_set_push_constant ( compute_list , & push_constant , sizeof ( VolumetricFogShader : : PushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , rb - > volumetric_fog - > width , rb - > volumetric_fog - > height , 1 , 8 , 8 , 1 ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void RendererSceneRenderRD : : render_scene ( RID p_render_buffers , const Transform & p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_ortogonal , InstanceBase * * p_cull_result , int p_cull_count , RID * p_light_cull_result , int p_light_cull_count , RID * p_reflection_probe_cull_result , int p_reflection_probe_cull_count , RID * p_gi_probe_cull_result , int p_gi_probe_cull_count , RID * p_decal_cull_result , int p_decal_cull_count , InstanceBase * * p_lightmap_cull_result , int p_lightmap_cull_count , RID p_environment , RID p_camera_effects , RID p_shadow_atlas , RID p_reflection_atlas , RID p_reflection_probe , int p_reflection_probe_pass ) {
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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 ( ) ;
}
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//assign render indices to giprobes
for ( int i = 0 ; i < p_gi_probe_cull_count ; i + + ) {
GIProbeInstance * giprobe_inst = gi_probe_instance_owner . getornull ( p_gi_probe_cull_result [ i ] ) ;
if ( giprobe_inst ) {
giprobe_inst - > render_index = i ;
}
}
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if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_UNSHADED ) {
p_light_cull_count = 0 ;
p_reflection_probe_cull_count = 0 ;
p_gi_probe_cull_count = 0 ;
}
cluster . builder . begin ( p_cam_transform . affine_inverse ( ) , p_cam_projection ) ; //prepare cluster
bool using_shadows = true ;
if ( p_reflection_probe . is_valid ( ) ) {
if ( ! storage - > reflection_probe_renders_shadows ( reflection_probe_instance_get_probe ( p_reflection_probe ) ) ) {
using_shadows = false ;
}
} else {
//do not render reflections when rendering a reflection probe
_setup_reflections ( p_reflection_probe_cull_result , p_reflection_probe_cull_count , p_cam_transform . affine_inverse ( ) , p_environment ) ;
}
uint32_t directional_light_count = 0 ;
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uint32_t positional_light_count = 0 ;
_setup_lights ( p_light_cull_result , p_light_cull_count , p_cam_transform . affine_inverse ( ) , p_shadow_atlas , using_shadows , directional_light_count , positional_light_count ) ;
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_setup_decals ( p_decal_cull_result , p_decal_cull_count , p_cam_transform . affine_inverse ( ) ) ;
cluster . builder . bake_cluster ( ) ; //bake to cluster
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uint32_t gi_probe_count = 0 ;
_setup_giprobes ( p_render_buffers , p_cam_transform , p_gi_probe_cull_result , p_gi_probe_cull_count , gi_probe_count ) ;
if ( p_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 ( p_render_buffers , p_environment , p_cam_projection , p_cam_transform , p_shadow_atlas , directional_light_count , directional_shadows , positional_light_count , gi_probe_count ) ;
}
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_render_scene ( p_render_buffers , p_cam_transform , p_cam_projection , p_cam_ortogonal , p_cull_result , p_cull_count , directional_light_count , p_gi_probe_cull_result , p_gi_probe_cull_count , p_lightmap_cull_result , p_lightmap_cull_count , p_environment , p_camera_effects , p_shadow_atlas , p_reflection_atlas , p_reflection_probe , p_reflection_probe_pass , clear_color ) ;
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if ( p_render_buffers . is_valid ( ) ) {
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 ) ;
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if ( debug_draw = = RS : : VIEWPORT_DEBUG_DRAW_SDFGI ) {
_sdfgi_debug_draw ( p_render_buffers , p_cam_projection , p_cam_transform ) ;
}
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}
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}
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void RendererSceneRenderRD : : render_shadow ( RID p_light , RID p_shadow_atlas , int p_pass , InstanceBase * * p_cull_result , int p_cull_count ) {
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LightInstance * light_instance = light_instance_owner . getornull ( p_light ) ;
ERR_FAIL_COND ( ! light_instance ) ;
Rect2i atlas_rect ;
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RID atlas_texture ;
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bool using_dual_paraboloid = false ;
bool using_dual_paraboloid_flip = false ;
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float znear = 0 ;
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float zfar = 0 ;
RID render_fb ;
RID render_texture ;
float bias = 0 ;
float normal_bias = 0 ;
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bool use_pancake = false ;
bool use_linear_depth = false ;
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bool render_cubemap = false ;
bool finalize_cubemap = false ;
CameraMatrix light_projection ;
Transform light_transform ;
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if ( storage - > light_get_type ( light_instance - > light ) = = RS : : LIGHT_DIRECTIONAL ) {
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//set pssm stuff
if ( light_instance - > last_scene_shadow_pass ! = scene_pass ) {
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light_instance - > directional_rect = _get_directional_shadow_rect ( directional_shadow . size , directional_shadow . light_count , directional_shadow . current_light ) ;
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directional_shadow . current_light + + ;
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light_instance - > last_scene_shadow_pass = scene_pass ;
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}
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use_pancake = storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_SHADOW_PANCAKE_SIZE ) > 0 ;
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light_projection = light_instance - > shadow_transform [ p_pass ] . camera ;
light_transform = light_instance - > shadow_transform [ p_pass ] . transform ;
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 ;
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if ( storage - > light_directional_get_shadow_mode ( light_instance - > light ) = = RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS ) {
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atlas_rect . size . width / = 2 ;
atlas_rect . size . height / = 2 ;
if ( p_pass = = 1 ) {
atlas_rect . position . x + = atlas_rect . size . width ;
} else if ( p_pass = = 2 ) {
atlas_rect . position . y + = atlas_rect . size . height ;
} else if ( p_pass = = 3 ) {
atlas_rect . position . x + = atlas_rect . size . width ;
atlas_rect . position . y + = atlas_rect . size . height ;
}
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} else if ( storage - > light_directional_get_shadow_mode ( light_instance - > light ) = = RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ) {
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atlas_rect . size . height / = 2 ;
if ( p_pass = = 0 ) {
} else {
atlas_rect . position . y + = atlas_rect . size . height ;
}
}
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light_instance - > shadow_transform [ p_pass ] . atlas_rect = atlas_rect ;
light_instance - > shadow_transform [ p_pass ] . atlas_rect . position / = directional_shadow . size ;
light_instance - > shadow_transform [ p_pass ] . atlas_rect . size / = directional_shadow . size ;
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float bias_mult = light_instance - > shadow_transform [ p_pass ] . bias_scale ;
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zfar = storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_RANGE ) ;
bias = storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_SHADOW_BIAS ) * bias_mult ;
normal_bias = storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ) * bias_mult ;
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ShadowMap * shadow_map = _get_shadow_map ( atlas_rect . size ) ;
render_fb = shadow_map - > fb ;
render_texture = shadow_map - > depth ;
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atlas_texture = directional_shadow . depth ;
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} 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 ) ) ;
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 ;
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atlas_texture = shadow_atlas - > depth ;
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zfar = storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_RANGE ) ;
bias = storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_SHADOW_BIAS ) ;
normal_bias = storage - > light_get_param ( light_instance - > light , RS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ) ;
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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 ) {
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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 [ 0 ] . camera ;
light_transform = light_instance - > shadow_transform [ 0 ] . transform ;
render_cubemap = true ;
finalize_cubemap = p_pass = = 5 ;
} 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 ;
ShadowMap * shadow_map = _get_shadow_map ( atlas_rect . size ) ;
render_fb = shadow_map - > fb ;
render_texture = shadow_map - > depth ;
}
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} else if ( storage - > light_get_type ( light_instance - > light ) = = RS : : LIGHT_SPOT ) {
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light_projection = light_instance - > shadow_transform [ 0 ] . camera ;
light_transform = light_instance - > shadow_transform [ 0 ] . transform ;
ShadowMap * shadow_map = _get_shadow_map ( atlas_rect . size ) ;
render_fb = shadow_map - > fb ;
render_texture = shadow_map - > depth ;
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znear = light_instance - > shadow_transform [ 0 ] . camera . get_z_near ( ) ;
use_linear_depth = true ;
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}
}
if ( render_cubemap ) {
//rendering to cubemap
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_render_shadow ( render_fb , p_cull_result , p_cull_count , light_projection , light_transform , zfar , 0 , 0 , false , false , use_pancake ) ;
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if ( finalize_cubemap ) {
//reblit
atlas_rect . size . height / = 2 ;
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storage - > get_effects ( ) - > copy_cubemap_to_dp ( render_texture , atlas_texture , atlas_rect , light_projection . get_z_near ( ) , light_projection . get_z_far ( ) , 0.0 , false ) ;
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atlas_rect . position . y + = atlas_rect . size . height ;
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storage - > get_effects ( ) - > copy_cubemap_to_dp ( render_texture , atlas_texture , atlas_rect , light_projection . get_z_near ( ) , light_projection . get_z_far ( ) , 0.0 , true ) ;
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}
} else {
//render shadow
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_render_shadow ( render_fb , p_cull_result , p_cull_count , light_projection , light_transform , zfar , bias , normal_bias , using_dual_paraboloid , using_dual_paraboloid_flip , use_pancake ) ;
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//copy to atlas
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if ( use_linear_depth ) {
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storage - > get_effects ( ) - > copy_depth_to_rect_and_linearize ( render_texture , atlas_texture , atlas_rect , true , znear , zfar ) ;
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} else {
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storage - > get_effects ( ) - > copy_depth_to_rect ( render_texture , atlas_texture , atlas_rect , true ) ;
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}
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//does not work from depth to color
//RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
}
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}
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void RendererSceneRenderRD : : render_material ( const Transform & p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_ortogonal , InstanceBase * * p_cull_result , int p_cull_count , RID p_framebuffer , const Rect2i & p_region ) {
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_render_material ( p_cam_transform , p_cam_projection , p_cam_ortogonal , p_cull_result , p_cull_count , p_framebuffer , p_region ) ;
}
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void RendererSceneRenderRD : : render_sdfgi ( RID p_render_buffers , int p_region , InstanceBase * * p_cull_result , int p_cull_count ) {
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//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 , true ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > sdfgi - > render_emission , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 , true ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > sdfgi - > render_emission_aniso , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 , true ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > sdfgi - > render_geom_facing , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 , true ) ;
}
//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_cull_result , p_cull_count , rb - > sdfgi - > render_albedo , rb - > sdfgi - > render_emission , rb - > sdfgi - > render_emission_aniso , rb - > sdfgi - > render_geom_facing ) ;
if ( cascade_next ! = 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 ;
}
push_constant . grid_size = rb - > sdfgi - > cascade_size ;
push_constant . cascade = cascade ;
if ( rb - > sdfgi - > cascades [ cascade ] . dirty_regions ! = SDFGI : : Cascade : : DIRTY_ALL ) {
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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//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 , 4 , 4 , 4 ) ;
//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 ;
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ipush_constant . store_ambient_texture = false ;
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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 ;
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 , 8 , 8 , 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 , 8 , 8 , 1 ) ;
}
//ok finally barrier
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
//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 , true ) ;
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RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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bool half_size = true ; //much faster, very little difference
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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 , 4 , 4 , 4 ) ;
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 , 4 , 4 , 4 ) ;
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 , optimized_jf_group_size , optimized_jf_group_size , optimized_jf_group_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 , 4 , 4 , 4 ) ;
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 , optimized_jf_group_size , optimized_jf_group_size , optimized_jf_group_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 , 4 , 4 , 4 ) ;
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 , 4 , 4 , 4 ) ;
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 , optimized_jf_group_size , optimized_jf_group_size , optimized_jf_group_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 ) ) ;
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Vector3i groups = Vector3i ( probe_size + 1 , probe_size + 1 , probe_size + 1 ) - offset ; //if offset, it's one less probe per axis to compute
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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 , 4 , 4 , 4 ) ;
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 , true ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > sdfgi - > cascades [ cascade ] . light_aniso_0_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 , true ) ;
RD : : get_singleton ( ) - > texture_clear ( rb - > sdfgi - > cascades [ cascade ] . light_aniso_1_tex , Color ( 0 , 0 , 0 , 0 ) , 0 , 1 , 0 , 1 , true ) ;
#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 " ) ;
}
}
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void RendererSceneRenderRD : : render_particle_collider_heightfield ( RID p_collider , const Transform & p_transform , InstanceBase * * p_cull_result , int p_cull_count ) {
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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_cull_result , p_cull_count ) ;
}
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void RendererSceneRenderRD : : render_sdfgi_static_lights ( RID p_render_buffers , uint32_t p_cascade_count , const uint32_t * p_cascade_indices , const RID * * p_positional_light_cull_result , const uint32_t * p_positional_light_cull_count ) {
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RenderBuffers * rb = render_buffers_owner . getornull ( p_render_buffers ) ;
ERR_FAIL_COND ( ! rb ) ;
ERR_FAIL_COND ( ! rb - > sdfgi ) ;
ERR_FAIL_COND ( p_positional_light_cull_count = = 0 ) ;
_sdfgi_update_cascades ( p_render_buffers ) ; //need cascades updated for this
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 . multibounce = false ; // this is static light, do not multibounce yet
dl_push_constant . y_mult = rb - > sdfgi - > y_mult ;
//all must be processed
dl_push_constant . process_offset = 0 ;
dl_push_constant . process_increment = 1 ;
SDGIShader : : Light lights [ 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 < p_positional_light_cull_count [ i ] ; 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 ] . spot_angle = Math : : deg2rad ( storage - > light_get_param ( li - > light , RS : : LIGHT_PARAM_SPOT_ANGLE ) ) ;
lights [ idx ] . spot_attenuation = 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 , true ) ;
}
dl_push_constant . light_count = idx ;
}
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 ( ) ;
}
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bool RendererSceneRenderRD : : free ( RID p_rid ) {
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if ( render_buffers_owner . owns ( p_rid ) ) {
RenderBuffers * rb = render_buffers_owner . getornull ( p_rid ) ;
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_free_render_buffer_data ( rb ) ;
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memdelete ( rb - > data ) ;
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if ( rb - > sdfgi ) {
_sdfgi_erase ( rb ) ;
}
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if ( rb - > volumetric_fog ) {
_volumetric_fog_erase ( rb ) ;
}
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render_buffers_owner . free ( p_rid ) ;
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} else if ( environment_owner . owns ( p_rid ) ) {
//not much to delete, just free it
environment_owner . free ( p_rid ) ;
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} else if ( camera_effects_owner . owns ( p_rid ) ) {
//not much to delete, just free it
camera_effects_owner . free ( p_rid ) ;
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} else if ( reflection_atlas_owner . owns ( p_rid ) ) {
reflection_atlas_set_size ( p_rid , 0 , 0 ) ;
reflection_atlas_owner . free ( p_rid ) ;
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} else if ( reflection_probe_instance_owner . owns ( p_rid ) ) {
//not much to delete, just free it
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//ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
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reflection_probe_release_atlas_index ( p_rid ) ;
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reflection_probe_instance_owner . free ( p_rid ) ;
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} else if ( decal_instance_owner . owns ( p_rid ) ) {
decal_instance_owner . free ( p_rid ) ;
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} 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 ) ;
}
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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 ) ;
}
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gi_probe_instance_owner . free ( p_rid ) ;
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} else if ( sky_owner . owns ( p_rid ) ) {
_update_dirty_skys ( ) ;
Sky * sky = sky_owner . getornull ( p_rid ) ;
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if ( sky - > radiance . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( sky - > radiance ) ;
sky - > radiance = RID ( ) ;
}
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_clear_reflection_data ( sky - > reflection ) ;
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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 ) ;
}
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sky_owner . free ( p_rid ) ;
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} 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 ) ;
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} else {
return false ;
}
return true ;
}
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void RendererSceneRenderRD : : set_debug_draw_mode ( RS : : ViewportDebugDraw p_debug_draw ) {
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debug_draw = p_debug_draw ;
}
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void RendererSceneRenderRD : : update ( ) {
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_update_dirty_skys ( ) ;
}
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void RendererSceneRenderRD : : set_time ( double p_time , double p_step ) {
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time = p_time ;
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time_step = p_step ;
}
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void RendererSceneRenderRD : : screen_space_roughness_limiter_set_active ( bool p_enable , float p_amount , float p_limit ) {
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screen_space_roughness_limiter = p_enable ;
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screen_space_roughness_limiter_amount = p_amount ;
screen_space_roughness_limiter_limit = p_limit ;
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}
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bool RendererSceneRenderRD : : screen_space_roughness_limiter_is_active ( ) const {
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return screen_space_roughness_limiter ;
}
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float RendererSceneRenderRD : : screen_space_roughness_limiter_get_amount ( ) const {
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return screen_space_roughness_limiter_amount ;
}
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float RendererSceneRenderRD : : screen_space_roughness_limiter_get_limit ( ) const {
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return screen_space_roughness_limiter_limit ;
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}
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TypedArray < Image > RendererSceneRenderRD : : bake_render_uv2 ( RID p_base , const Vector < RID > & p_material_overrides , const Size2i & p_image_size ) {
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RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
tf . width = p_image_size . width ; // Always 64x64
tf . height = p_image_size . height ;
tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
RID albedo_alpha_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RID normal_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
RID orm_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
RID emission_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
RID depth_write_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
tf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D32_SFLOAT , RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ? RD : : DATA_FORMAT_D32_SFLOAT : RD : : DATA_FORMAT_X8_D24_UNORM_PACK32 ;
RID depth_tex = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
Vector < RID > fb_tex ;
fb_tex . push_back ( albedo_alpha_tex ) ;
fb_tex . push_back ( normal_tex ) ;
fb_tex . push_back ( orm_tex ) ;
fb_tex . push_back ( emission_tex ) ;
fb_tex . push_back ( depth_write_tex ) ;
fb_tex . push_back ( depth_tex ) ;
RID fb = RD : : get_singleton ( ) - > framebuffer_create ( fb_tex ) ;
//RID sampled_light;
InstanceBase ins ;
ins . base_type = RSG : : storage - > get_base_type ( p_base ) ;
ins . base = p_base ;
ins . materials . resize ( RSG : : storage - > mesh_get_surface_count ( p_base ) ) ;
for ( int i = 0 ; i < ins . materials . size ( ) ; i + + ) {
if ( i < p_material_overrides . size ( ) ) {
ins . materials . write [ i ] = p_material_overrides [ i ] ;
}
}
InstanceBase * cull = & ins ;
_render_uv2 ( & cull , 1 , fb , Rect2i ( 0 , 0 , p_image_size . width , p_image_size . height ) ) ;
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 ;
}
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void RendererSceneRenderRD : : sdfgi_set_debug_probe_select ( const Vector3 & p_position , const Vector3 & p_dir ) {
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sdfgi_debug_probe_pos = p_position ;
sdfgi_debug_probe_dir = p_dir ;
}
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RendererSceneRenderRD * RendererSceneRenderRD : : singleton = nullptr ;
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RID RendererSceneRenderRD : : get_cluster_builder_texture ( ) {
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return cluster . builder . get_cluster_texture ( ) ;
}
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RID RendererSceneRenderRD : : get_cluster_builder_indices_buffer ( ) {
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return cluster . builder . get_cluster_indices_buffer ( ) ;
}
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RID RendererSceneRenderRD : : get_reflection_probe_buffer ( ) {
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return cluster . reflection_buffer ;
}
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RID RendererSceneRenderRD : : get_positional_light_buffer ( ) {
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return cluster . light_buffer ;
}
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RID RendererSceneRenderRD : : get_directional_light_buffer ( ) {
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return cluster . directional_light_buffer ;
}
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RID RendererSceneRenderRD : : get_decal_buffer ( ) {
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return cluster . decal_buffer ;
}
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int RendererSceneRenderRD : : get_max_directional_lights ( ) const {
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return cluster . max_directional_lights ;
}
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bool RendererSceneRenderRD : : is_low_end ( ) const {
return low_end ;
}
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RendererSceneRenderRD : : RendererSceneRenderRD ( RendererStorageRD * p_storage ) {
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storage = p_storage ;
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singleton = this ;
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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 " ) ;
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// sky_use_cubemap_array = false;
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uint32_t textures_per_stage = RD : : get_singleton ( ) - > limit_get ( RD : : LIMIT_MAX_TEXTURES_PER_SHADER_STAGE ) ;
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low_end = GLOBAL_GET ( " rendering/quality/rd_renderer/use_low_end_renderer " ) ;
if ( textures_per_stage < 48 ) {
low_end = true ;
}
if ( ! low_end ) {
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//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 ) ) ;
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gi_probe_quality = RS : : GIProbeQuality ( CLAMP ( int ( GLOBAL_GET ( " rendering/quality/gi_probes/quality " ) ) , 0 , 1 ) ) ;
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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 " ) ;
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versions . push_back ( " \n #define MODE_DYNAMIC \n #define MODE_DYNAMIC_LIGHTING \n " ) ;
versions . push_back ( " \n #define MODE_DYNAMIC \n #define MODE_DYNAMIC_SHRINK \n #define MODE_DYNAMIC_SHRINK_WRITE \n " ) ;
versions . push_back ( " \n #define MODE_DYNAMIC \n #define MODE_DYNAMIC_SHRINK \n #define MODE_DYNAMIC_SHRINK_PLOT \n " ) ;
versions . push_back ( " \n #define MODE_DYNAMIC \n #define MODE_DYNAMIC_SHRINK \n #define MODE_DYNAMIC_SHRINK_PLOT \n #define MODE_DYNAMIC_SHRINK_WRITE \n " ) ;
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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 ] ) ;
}
}
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if ( ! low_end ) {
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String defines ;
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Vector < String > versions ;
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versions . push_back ( " \n #define MODE_DEBUG_COLOR \n " ) ;
versions . push_back ( " \n #define MODE_DEBUG_LIGHT \n " ) ;
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versions . push_back ( " \n #define MODE_DEBUG_EMISSION \n " ) ;
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versions . push_back ( " \n #define MODE_DEBUG_LIGHT \n #define MODE_DEBUG_LIGHT_FULL \n " ) ;
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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 ) ;
}
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}
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/* 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 ;
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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
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sky_shader . shader . initialize ( sky_modes , defines ) ;
}
// register our shader funds
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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 ) ;
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{
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 " ;
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actions . renames [ " HALF_RES_COLOR " ] = " half_res_color " ;
actions . renames [ " QUARTER_RES_COLOR " ] = " quarter_res_color " ;
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actions . renames [ " RADIANCE " ] = " radiance " ;
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actions . renames [ " FOG " ] = " custom_fog " ;
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actions . renames [ " LIGHT0_ENABLED " ] = " directional_lights.data[0].enabled " ;
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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 " ;
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actions . renames [ " LIGHT1_ENABLED " ] = " directional_lights.data[1].enabled " ;
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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 " ;
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actions . renames [ " LIGHT2_ENABLED " ] = " directional_lights.data[2].enabled " ;
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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 " ;
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actions . renames [ " LIGHT3_ENABLED " ] = " directional_lights.data[3].enabled " ;
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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 " ;
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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] " ;
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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 " ;
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actions . render_mode_defines [ " disable_fog " ] = " #define DISABLE_FOG \n " ;
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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 ;
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actions . global_buffer_array_variable = " global_variables.data " ;
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sky_shader . compiler . initialize ( actions ) ;
}
{
// default material and shader for sky shader
sky_shader . default_shader = storage - > shader_create ( ) ;
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storage - > shader_set_code ( sky_shader . default_shader , " shader_type sky; void fragment() { COLOR = vec3(0.0); } \n " ) ;
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sky_shader . default_material = storage - > material_create ( ) ;
storage - > material_set_shader ( sky_shader . default_material , sky_shader . default_shader ) ;
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SkyMaterialData * md = ( SkyMaterialData * ) storage - > material_get_data ( sky_shader . default_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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sky_shader . default_shader_rd = sky_shader . shader . version_get_shader ( md - > shader_data - > version , SKY_VERSION_BACKGROUND ) ;
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sky_scene_state . uniform_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SkySceneState : : UBO ) ) ;
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Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 0 ;
u . ids . resize ( 12 ) ;
RID * ids_ptr = u . ids . ptrw ( ) ;
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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 ) ;
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uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 1 ;
u . ids . push_back ( storage - > global_variables_get_storage_buffer ( ) ) ;
uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
u . binding = 2 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . ids . push_back ( sky_scene_state . uniform_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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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 ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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RID vfog = storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
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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_create ( ) ;
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_create ( ) ;
storage - > material_set_shader ( sky_scene_state . fog_material , sky_scene_state . fog_shader ) ;
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 0 ;
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_CUBEMAP_BLACK ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 1 ;
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 2 ;
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u . ids . push_back ( storage - > texture_rd_get_default ( RendererStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ) ;
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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 ) ;
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}
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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 ) ) ;
}
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}
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{
//calculate tables
String defines = " \n #define OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
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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 ) ) ;
}
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}
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{
//calculate tables
String defines = " \n #define OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
defines + = " \n #define SH_SIZE " + itos ( SDFGI : : SH_SIZE ) + " \n " ;
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Vector < String > integrate_modes ;
integrate_modes . push_back ( " \n #define MODE_PROCESS \n " ) ;
integrate_modes . push_back ( " \n #define MODE_STORE \n " ) ;
integrate_modes . push_back ( " \n #define MODE_SCROLL \n " ) ;
integrate_modes . push_back ( " \n #define MODE_SCROLL_STORE \n " ) ;
sdfgi_shader . integrate . initialize ( integrate_modes , defines ) ;
sdfgi_shader . integrate_shader = sdfgi_shader . integrate . version_create ( ) ;
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for ( int i = 0 ; i < 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 ) ) ;
}
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{
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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 ) ;
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}
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}
{
//calculate tables
String defines = " \n #define SDFGI_OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
Vector < String > gi_modes ;
gi_modes . push_back ( " " ) ;
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 ) ) ;
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}
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gi . sdfgi_ubo = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( GI : : SDFGIData ) ) ;
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}
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{
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 ) ;
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}
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{
String defines = " \n #define OCT_SIZE " + itos ( SDFGI : : LIGHTPROBE_OCT_SIZE ) + " \n " ;
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Vector < String > versions ;
versions . push_back ( " \n #define MODE_PROBES \n " ) ;
versions . push_back ( " \n #define MODE_VISIBILITY \n " ) ;
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sdfgi_shader . debug_probes . initialize ( versions , defines ) ;
sdfgi_shader . debug_probes_shader = sdfgi_shader . debug_probes . version_create ( ) ;
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{
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 ) ;
}
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}
}
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default_giprobe_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( GI : : GIProbeData ) * RenderBuffers : : MAX_GIPROBES ) ;
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}
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//cluster setup
uint32_t uniform_max_size = RD : : get_singleton ( ) - > limit_get ( RD : : LIMIT_MAX_UNIFORM_BUFFER_SIZE ) ;
{ //reflections
uint32_t reflection_buffer_size ;
if ( uniform_max_size < 65536 ) {
//Yes, you guessed right, ARM again
reflection_buffer_size = uniform_max_size ;
} else {
reflection_buffer_size = 65536 ;
}
cluster . max_reflections = reflection_buffer_size / sizeof ( Cluster : : ReflectionData ) ;
cluster . reflections = memnew_arr ( Cluster : : ReflectionData , cluster . max_reflections ) ;
cluster . reflection_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( reflection_buffer_size ) ;
}
{ //lights
cluster . max_lights = MIN ( 1024 * 1024 , uniform_max_size ) / sizeof ( Cluster : : LightData ) ; //1mb of lights
uint32_t light_buffer_size = cluster . max_lights * sizeof ( Cluster : : LightData ) ;
cluster . lights = memnew_arr ( Cluster : : LightData , cluster . max_lights ) ;
cluster . light_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( light_buffer_size ) ;
//defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
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cluster . lights_instances = memnew_arr ( RID , cluster . max_lights ) ;
cluster . lights_shadow_rect_cache = memnew_arr ( Rect2i , cluster . max_lights ) ;
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cluster . max_directional_lights = 8 ;
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 ) ;
}
{ //decals
cluster . max_decals = MIN ( 1024 * 1024 , uniform_max_size ) / sizeof ( Cluster : : DecalData ) ; //1mb of decals
uint32_t decal_buffer_size = cluster . max_decals * sizeof ( Cluster : : DecalData ) ;
cluster . decals = memnew_arr ( Cluster : : DecalData , cluster . max_decals ) ;
cluster . decal_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( decal_buffer_size ) ;
}
cluster . builder . setup ( 16 , 8 , 24 ) ;
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if ( ! low_end ) {
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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 ) ) ;
}
}
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{
RD : : SamplerState sampler ;
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sampler . mag_filter = RD : : SAMPLER_FILTER_NEAREST ;
sampler . min_filter = RD : : SAMPLER_FILTER_NEAREST ;
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sampler . enable_compare = true ;
sampler . compare_op = RD : : COMPARE_OP_LESS ;
shadow_sampler = RD : : get_singleton ( ) - > sampler_create ( sampler ) ;
}
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camera_effects_set_dof_blur_bokeh_shape ( RS : : DOFBokehShape ( int ( GLOBAL_GET ( " rendering/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 " ) ) ;
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environment_set_ssao_quality ( RS : : EnvironmentSSAOQuality ( int ( GLOBAL_GET ( " rendering/quality/ssao/quality " ) ) ) , GLOBAL_GET ( " rendering/quality/ssao/half_size " ) ) ;
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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 " ) ;
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glow_bicubic_upscale = int ( GLOBAL_GET ( " rendering/quality/glow/upscale_mode " ) ) > 0 ;
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glow_high_quality = GLOBAL_GET ( " rendering/quality/glow/use_high_quality " ) ;
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ssr_roughness_quality = RS : : EnvironmentSSRRoughnessQuality ( int ( GLOBAL_GET ( " rendering/quality/screen_space_reflection/roughness_quality " ) ) ) ;
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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 " ) ;
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directional_penumbra_shadow_kernel = memnew_arr ( float , 128 ) ;
directional_soft_shadow_kernel = memnew_arr ( float , 128 ) ;
penumbra_shadow_kernel = memnew_arr ( float , 128 ) ;
soft_shadow_kernel = memnew_arr ( float , 128 ) ;
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 " ) ) ) ) ;
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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 " ) ) ;
environment_set_volumetric_fog_directional_shadow_shrink_size ( GLOBAL_GET ( " rendering/volumetric_fog/directional_shadow_shrink " ) ) ;
environment_set_volumetric_fog_positional_shadow_shrink_size ( GLOBAL_GET ( " rendering/volumetric_fog/positional_shadow_shrink " ) ) ;
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}
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RendererSceneRenderRD : : ~ RendererSceneRenderRD ( ) {
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for ( Map < Vector2i , ShadowMap > : : Element * E = shadow_maps . front ( ) ; E ; E = E - > next ( ) ) {
RD : : get_singleton ( ) - > free ( E - > get ( ) . depth ) ;
}
for ( Map < int , ShadowCubemap > : : Element * E = shadow_cubemaps . front ( ) ; E ; E = E - > next ( ) ) {
RD : : get_singleton ( ) - > free ( E - > get ( ) . cubemap ) ;
}
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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 ) ;
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}
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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 ) ;
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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 ) ;
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volumetric_fog . shader . version_free ( volumetric_fog . shader_version ) ;
memdelete_arr ( gi_probe_lights ) ;
}
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SkyMaterialData * md = ( SkyMaterialData * ) storage - > material_get_data ( sky_shader . default_material , RendererStorageRD : : SHADER_TYPE_SKY ) ;
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sky_shader . shader . version_free ( md - > shader_data - > version ) ;
RD : : get_singleton ( ) - > free ( sky_scene_state . directional_light_buffer ) ;
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RD : : get_singleton ( ) - > free ( sky_scene_state . uniform_buffer ) ;
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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 ) ;
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storage - > free ( sky_scene_state . fog_shader ) ;
storage - > free ( sky_scene_state . fog_material ) ;
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memdelete_arr ( directional_penumbra_shadow_kernel ) ;
memdelete_arr ( directional_soft_shadow_kernel ) ;
memdelete_arr ( penumbra_shadow_kernel ) ;
memdelete_arr ( soft_shadow_kernel ) ;
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{
RD : : get_singleton ( ) - > free ( cluster . directional_light_buffer ) ;
RD : : get_singleton ( ) - > free ( cluster . light_buffer ) ;
RD : : get_singleton ( ) - > free ( cluster . reflection_buffer ) ;
RD : : get_singleton ( ) - > free ( cluster . decal_buffer ) ;
memdelete_arr ( cluster . directional_lights ) ;
memdelete_arr ( cluster . lights ) ;
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memdelete_arr ( cluster . lights_shadow_rect_cache ) ;
memdelete_arr ( cluster . lights_instances ) ;
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memdelete_arr ( cluster . reflections ) ;
memdelete_arr ( cluster . decals ) ;
}
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RD : : get_singleton ( ) - > free ( shadow_sampler ) ;
directional_shadow_atlas_set_size ( 0 ) ;
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}