renderer_scene_render_rd.cpp 57 KB

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  1. /**************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/renderer_rd/environment/fog.h"
  35. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  37. #include "servers/rendering/rendering_server_default.h"
  38. #include "servers/rendering/storage/camera_attributes_storage.h"
  39. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  40. const float golden_angle = 2.4;
  41. for (int i = 0; i < p_sample_count; i++) {
  42. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  43. float theta = float(i) * golden_angle;
  44. r_kernel[i * 4] = Math::cos(theta) * r;
  45. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  46. }
  47. }
  48. RID RendererSceneRenderRD::sky_allocate() {
  49. return sky.allocate_sky_rid();
  50. }
  51. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  52. sky.initialize_sky_rid(p_rid);
  53. }
  54. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  55. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  56. }
  57. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  58. sky.sky_set_mode(p_sky, p_mode);
  59. }
  60. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  61. sky.sky_set_material(p_sky, p_material);
  62. }
  63. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  64. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  65. }
  66. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  67. glow_bicubic_upscale = p_enable;
  68. }
  69. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  70. volumetric_fog_size = p_size;
  71. volumetric_fog_depth = p_depth;
  72. }
  73. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  74. volumetric_fog_filter_active = p_enable;
  75. }
  76. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  77. gi.sdfgi_ray_count = p_ray_count;
  78. }
  79. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  80. gi.sdfgi_frames_to_converge = p_frames;
  81. }
  82. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  83. gi.sdfgi_frames_to_update_light = p_update;
  84. }
  85. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  86. ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
  87. RS::EnvironmentBG environment_background = environment_get_background(p_env);
  88. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  89. return Ref<Image>(); //nothing to bake
  90. }
  91. RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
  92. bool use_ambient_light = false;
  93. bool use_cube_map = false;
  94. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  95. use_ambient_light = true;
  96. } else {
  97. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  98. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  99. }
  100. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
  101. Color ambient_color;
  102. float ambient_color_sky_mix = 0.0;
  103. if (use_ambient_light) {
  104. ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
  105. const float ambient_energy = environment_get_ambient_light_energy(p_env);
  106. ambient_color = environment_get_ambient_light(p_env);
  107. ambient_color = ambient_color.srgb_to_linear();
  108. ambient_color.r *= ambient_energy;
  109. ambient_color.g *= ambient_energy;
  110. ambient_color.b *= ambient_energy;
  111. }
  112. if (use_cube_map) {
  113. Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
  114. if (use_ambient_light) {
  115. for (int x = 0; x < p_size.width; x++) {
  116. for (int y = 0; y < p_size.height; y++) {
  117. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  118. }
  119. }
  120. }
  121. return panorama;
  122. } else {
  123. const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
  124. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
  125. panorama_color = panorama_color.srgb_to_linear();
  126. panorama_color.r *= bg_energy_multiplier;
  127. panorama_color.g *= bg_energy_multiplier;
  128. panorama_color.b *= bg_energy_multiplier;
  129. if (use_ambient_light) {
  130. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  131. }
  132. Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  133. panorama->fill(panorama_color);
  134. return panorama;
  135. }
  136. }
  137. /* REFLECTION PROBE */
  138. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  139. Vector<RID> fb;
  140. fb.push_back(p_color);
  141. fb.push_back(p_depth);
  142. return RD::get_singleton()->framebuffer_create(fb);
  143. }
  144. /* FOG VOLUME INSTANCE */
  145. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  146. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  147. }
  148. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  149. RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);
  150. }
  151. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  152. RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);
  153. }
  154. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  155. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);
  156. }
  157. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  158. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);
  159. }
  160. /* VOXEL GI */
  161. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  162. return gi.voxel_gi_instance_create(p_base);
  163. }
  164. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  165. if (!is_dynamic_gi_supported()) {
  166. return;
  167. }
  168. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  169. }
  170. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  171. if (!is_dynamic_gi_supported()) {
  172. return false;
  173. }
  174. return gi.voxel_gi_needs_update(p_probe);
  175. }
  176. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
  177. if (!is_dynamic_gi_supported()) {
  178. return;
  179. }
  180. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);
  181. }
  182. void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
  183. ERR_FAIL_COND(p_render_buffers.is_null());
  184. if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  185. return; //nothing to debug
  186. }
  187. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  188. sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
  189. }
  190. ////////////////////////////////
  191. Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
  192. Ref<RenderSceneBuffersRD> rb;
  193. rb.instantiate();
  194. rb->set_can_be_storage(_render_buffers_can_be_storage());
  195. rb->set_max_cluster_elements(max_cluster_elements);
  196. rb->set_base_data_format(_render_buffers_get_color_format());
  197. if (vrs) {
  198. rb->set_vrs(vrs);
  199. }
  200. setup_render_buffer_data(rb);
  201. return rb;
  202. }
  203. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  204. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  205. ERR_FAIL_COND(rb.is_null());
  206. if (!rb->has_internal_texture()) {
  207. // We're likely rendering reflection probes where we can't use our backbuffers.
  208. return;
  209. }
  210. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  211. rb->allocate_blur_textures();
  212. bool can_use_storage = _render_buffers_can_be_storage();
  213. Size2i size = rb->get_internal_size();
  214. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  215. RID texture = rb->get_internal_texture(v);
  216. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0).mipmaps);
  217. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, 0);
  218. if (can_use_storage) {
  219. copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
  220. } else {
  221. RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
  222. copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
  223. }
  224. for (int i = 1; i < mipmaps; i++) {
  225. RID source = dest;
  226. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
  227. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i);
  228. if (can_use_storage) {
  229. copy_effects->make_mipmap(source, dest, msize);
  230. } else {
  231. copy_effects->make_mipmap_raster(source, dest, msize);
  232. }
  233. }
  234. }
  235. RD::get_singleton()->draw_command_end_label();
  236. }
  237. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  238. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  239. ERR_FAIL_COND(rb.is_null());
  240. if (!rb->has_depth_texture()) {
  241. // We're likely rendering reflection probes where we can't use our backbuffers.
  242. return;
  243. }
  244. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  245. // note, this only creates our back depth texture if we haven't already created it.
  246. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  247. usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  248. usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
  249. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
  250. bool can_use_storage = _render_buffers_can_be_storage();
  251. Size2i size = rb->get_internal_size();
  252. for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
  253. RID depth_texture = rb->get_depth_texture(v);
  254. RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
  255. if (can_use_storage) {
  256. copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
  257. } else {
  258. RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
  259. copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
  260. }
  261. }
  262. RD::get_singleton()->draw_command_end_label();
  263. }
  264. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  265. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  266. ERR_FAIL_NULL(p_render_data);
  267. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  268. ERR_FAIL_COND(rb.is_null());
  269. ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
  270. // Glow, auto exposure and DoF (if enabled).
  271. Size2i internal_size = rb->get_internal_size();
  272. Size2i target_size = rb->get_target_size();
  273. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
  274. bool can_use_storage = _render_buffers_can_be_storage();
  275. RID render_target = rb->get_render_target();
  276. RID internal_texture = rb->get_internal_texture();
  277. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
  278. RENDER_TIMESTAMP("Depth of Field");
  279. RD::get_singleton()->draw_command_begin_label("DOF");
  280. rb->allocate_blur_textures();
  281. RendererRD::BokehDOF::BokehBuffers buffers;
  282. // Textures we use
  283. buffers.base_texture_size = rb->get_internal_size();
  284. buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
  285. buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  286. buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
  287. if (can_use_storage) {
  288. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  289. buffers.base_texture = rb->get_internal_texture(i);
  290. buffers.depth_texture = rb->get_depth_texture(i);
  291. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  292. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  293. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  294. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  295. };
  296. } else {
  297. // Set framebuffers.
  298. buffers.secondary_fb = rb->weight_buffers[1].fb;
  299. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  300. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  301. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  302. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  303. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  304. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  305. // Set weight buffers.
  306. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  307. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  308. buffers.base_texture = rb->get_internal_texture(i);
  309. buffers.depth_texture = rb->get_depth_texture(i);
  310. buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
  311. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  312. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  313. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  314. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  315. }
  316. }
  317. RD::get_singleton()->draw_command_end_label();
  318. }
  319. float auto_exposure_scale = 1.0;
  320. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  321. RENDER_TIMESTAMP("Auto exposure");
  322. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  323. Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
  324. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  325. bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
  326. rb->set_auto_exposure_version(auto_exposure_version);
  327. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  328. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  329. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  330. luminance->luminance_reduction(internal_texture, internal_size, luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  331. // Swap final reduce with prev luminance.
  332. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  333. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  334. RD::get_singleton()->draw_command_end_label();
  335. }
  336. int max_glow_level = -1;
  337. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  338. RENDER_TIMESTAMP("Glow");
  339. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  340. rb->allocate_blur_textures();
  341. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  342. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  343. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
  344. if (i >= mipmaps) {
  345. max_glow_level = mipmaps - 1;
  346. } else {
  347. max_glow_level = i;
  348. }
  349. }
  350. }
  351. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  352. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  353. for (int i = 0; i < (max_glow_level + 1); i++) {
  354. Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
  355. if (i == 0) {
  356. RID luminance_texture;
  357. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  358. luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
  359. }
  360. RID source = rb->get_internal_texture(l);
  361. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  362. if (can_use_storage) {
  363. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  364. } else {
  365. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  366. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  367. }
  368. } else {
  369. RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
  370. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  371. if (can_use_storage) {
  372. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
  373. } else {
  374. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  375. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
  376. }
  377. }
  378. }
  379. }
  380. RD::get_singleton()->draw_command_end_label();
  381. }
  382. {
  383. RENDER_TIMESTAMP("Tonemap");
  384. RD::get_singleton()->draw_command_begin_label("Tonemap");
  385. RendererRD::ToneMapper::TonemapSettings tonemap;
  386. tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
  387. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
  388. tonemap.use_auto_exposure = true;
  389. tonemap.auto_exposure_scale = auto_exposure_scale;
  390. } else {
  391. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  392. }
  393. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  394. tonemap.use_glow = true;
  395. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  396. tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
  397. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  398. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  399. }
  400. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
  401. tonemap.glow_texture_size.x = msize.width;
  402. tonemap.glow_texture_size.y = msize.height;
  403. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  404. tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
  405. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  406. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  407. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  408. } else {
  409. tonemap.glow_map_strength = 0.0f;
  410. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  411. }
  412. } else {
  413. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  414. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  415. }
  416. if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  417. tonemap.use_fxaa = true;
  418. }
  419. tonemap.use_debanding = rb->get_use_debanding();
  420. tonemap.texture_size = Vector2i(rb->get_internal_size().x, rb->get_internal_size().y);
  421. if (p_render_data->environment.is_valid()) {
  422. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  423. tonemap.white = environment_get_white(p_render_data->environment);
  424. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  425. }
  426. tonemap.use_color_correction = false;
  427. tonemap.use_1d_color_correction = false;
  428. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  429. if (can_use_effects && p_render_data->environment.is_valid()) {
  430. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  431. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  432. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  433. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  434. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  435. tonemap.use_color_correction = true;
  436. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  437. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  438. }
  439. }
  440. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  441. tonemap.view_count = rb->get_view_count();
  442. RID dest_fb;
  443. if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
  444. // If we use FSR to upscale we need to write our result into an intermediate buffer.
  445. // Note that this is cached so we only create the texture the first time.
  446. RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  447. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  448. } else {
  449. // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
  450. // Target size in this case is lying as we never get our real target size communicated.
  451. // Bit nasty but...
  452. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  453. }
  454. tone_mapper->tonemapper(internal_texture, dest_fb, tonemap);
  455. RD::get_singleton()->draw_command_end_label();
  456. }
  457. if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
  458. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  459. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  460. RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  461. RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  462. fsr->fsr_upscale(rb, source_texture, dest_texture);
  463. }
  464. RD::get_singleton()->draw_command_end_label();
  465. }
  466. texture_storage->render_target_disable_clear_request(render_target);
  467. }
  468. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  469. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  470. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  471. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  472. ERR_FAIL_COND(rb.is_null());
  473. // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
  474. // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
  475. Size2i target_size = rb->get_target_size();
  476. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8;
  477. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  478. RendererRD::ToneMapper::TonemapSettings tonemap;
  479. if (p_render_data->environment.is_valid()) {
  480. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  481. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  482. tonemap.white = environment_get_white(p_render_data->environment);
  483. }
  484. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  485. // The problem is that we need to use the result so far and process them before we can
  486. // apply this to our results.
  487. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  488. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  489. }
  490. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  491. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  492. }
  493. tonemap.use_glow = false;
  494. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  495. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  496. tonemap.use_auto_exposure = false;
  497. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  498. tonemap.use_color_correction = false;
  499. tonemap.use_1d_color_correction = false;
  500. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  501. if (can_use_effects && p_render_data->environment.is_valid()) {
  502. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  503. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  504. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  505. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  506. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  507. tonemap.use_color_correction = true;
  508. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  509. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  510. }
  511. }
  512. tonemap.use_debanding = rb->get_use_debanding();
  513. tonemap.texture_size = Vector2i(target_size.x, target_size.y);
  514. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  515. tonemap.view_count = rb->get_view_count();
  516. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  517. RD::get_singleton()->draw_command_end_label();
  518. }
  519. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  520. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  521. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  522. texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
  523. }
  524. void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  525. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  526. ERR_FAIL_COND(p_render_buffers.is_null());
  527. RID render_target = p_render_buffers->get_render_target();
  528. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  529. if (p_shadow_atlas.is_valid()) {
  530. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas);
  531. if (shadow_atlas_texture.is_null()) {
  532. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  533. }
  534. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  535. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  536. }
  537. }
  538. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  539. if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
  540. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
  541. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  542. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  543. }
  544. }
  545. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  546. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  547. if (decal_atlas.is_valid()) {
  548. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  549. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  550. }
  551. }
  552. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  553. RID luminance_texture = luminance->get_current_luminance_buffer(p_render_buffers);
  554. if (luminance_texture.is_valid()) {
  555. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  556. copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
  557. }
  558. }
  559. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  560. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  561. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  562. }
  563. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  564. if (p_occlusion_buffer.is_valid()) {
  565. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  566. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
  567. }
  568. }
  569. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
  570. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  571. copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  572. }
  573. }
  574. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  575. return gi.default_voxel_gi_buffer;
  576. }
  577. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  578. return 1.0;
  579. }
  580. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  581. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  582. }
  583. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  584. return true;
  585. }
  586. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  587. gi.half_resolution = p_enable;
  588. }
  589. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  590. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  591. if (shadows_quality != p_quality) {
  592. shadows_quality = p_quality;
  593. switch (shadows_quality) {
  594. case RS::SHADOW_QUALITY_HARD: {
  595. penumbra_shadow_samples = 4;
  596. soft_shadow_samples = 0;
  597. shadows_quality_radius = 1.0;
  598. } break;
  599. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  600. penumbra_shadow_samples = 4;
  601. soft_shadow_samples = 1;
  602. shadows_quality_radius = 1.5;
  603. } break;
  604. case RS::SHADOW_QUALITY_SOFT_LOW: {
  605. penumbra_shadow_samples = 8;
  606. soft_shadow_samples = 4;
  607. shadows_quality_radius = 2.0;
  608. } break;
  609. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  610. penumbra_shadow_samples = 12;
  611. soft_shadow_samples = 8;
  612. shadows_quality_radius = 2.0;
  613. } break;
  614. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  615. penumbra_shadow_samples = 24;
  616. soft_shadow_samples = 16;
  617. shadows_quality_radius = 3.0;
  618. } break;
  619. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  620. penumbra_shadow_samples = 32;
  621. soft_shadow_samples = 32;
  622. shadows_quality_radius = 4.0;
  623. } break;
  624. case RS::SHADOW_QUALITY_MAX:
  625. break;
  626. }
  627. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  628. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  629. }
  630. _update_shader_quality_settings();
  631. }
  632. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  633. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  634. if (directional_shadow_quality != p_quality) {
  635. directional_shadow_quality = p_quality;
  636. switch (directional_shadow_quality) {
  637. case RS::SHADOW_QUALITY_HARD: {
  638. directional_penumbra_shadow_samples = 4;
  639. directional_soft_shadow_samples = 0;
  640. directional_shadow_quality_radius = 1.0;
  641. } break;
  642. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  643. directional_penumbra_shadow_samples = 4;
  644. directional_soft_shadow_samples = 1;
  645. directional_shadow_quality_radius = 1.5;
  646. } break;
  647. case RS::SHADOW_QUALITY_SOFT_LOW: {
  648. directional_penumbra_shadow_samples = 8;
  649. directional_soft_shadow_samples = 4;
  650. directional_shadow_quality_radius = 2.0;
  651. } break;
  652. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  653. directional_penumbra_shadow_samples = 12;
  654. directional_soft_shadow_samples = 8;
  655. directional_shadow_quality_radius = 2.0;
  656. } break;
  657. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  658. directional_penumbra_shadow_samples = 24;
  659. directional_soft_shadow_samples = 16;
  660. directional_shadow_quality_radius = 3.0;
  661. } break;
  662. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  663. directional_penumbra_shadow_samples = 32;
  664. directional_soft_shadow_samples = 32;
  665. directional_shadow_quality_radius = 4.0;
  666. } break;
  667. case RS::SHADOW_QUALITY_MAX:
  668. break;
  669. }
  670. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  671. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  672. }
  673. _update_shader_quality_settings();
  674. }
  675. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  676. if (decals_filter == p_filter) {
  677. return;
  678. }
  679. decals_filter = p_filter;
  680. _update_shader_quality_settings();
  681. }
  682. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  683. if (light_projectors_filter == p_filter) {
  684. return;
  685. }
  686. light_projectors_filter = p_filter;
  687. _update_shader_quality_settings();
  688. }
  689. int RendererSceneRenderRD::get_roughness_layers() const {
  690. return sky.roughness_layers;
  691. }
  692. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  693. return sky.sky_use_cubemap_array;
  694. }
  695. void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
  696. if (p_render_buffers.is_null()) {
  697. return;
  698. }
  699. RID render_target = p_render_buffers->get_render_target();
  700. if (render_target.is_null()) {
  701. // must be rendering reflection probes
  702. return;
  703. }
  704. if (vrs) {
  705. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  706. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
  707. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  708. RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
  709. // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
  710. // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
  711. // so it needs to be set as our color attachment
  712. Vector<RID> textures;
  713. textures.push_back(vrs_texture);
  714. Vector<RD::FramebufferPass> passes;
  715. RD::FramebufferPass pass;
  716. pass.color_attachments.push_back(0);
  717. passes.push_back(pass);
  718. RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
  719. vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
  720. }
  721. }
  722. }
  723. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  724. if (p_render_data->render_buffers.is_valid()) {
  725. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  726. return true;
  727. }
  728. }
  729. return false;
  730. }
  731. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  732. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  733. if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  734. return;
  735. }
  736. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  737. sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  738. }
  739. }
  740. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  741. if (p_render_data->render_buffers.is_valid()) {
  742. if (p_use_gi) {
  743. RD::get_singleton()->compute_list_end();
  744. }
  745. }
  746. }
  747. void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) {
  748. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  749. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  750. // getting this here now so we can direct call a bunch of things more easily
  751. ERR_FAIL_COND(p_render_buffers.is_null());
  752. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  753. ERR_FAIL_COND(rb.is_null());
  754. // setup scene data
  755. RenderSceneDataRD scene_data;
  756. {
  757. // Our first camera is used by default
  758. scene_data.cam_transform = p_camera_data->main_transform;
  759. scene_data.cam_projection = p_camera_data->main_projection;
  760. scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
  761. scene_data.camera_visible_layers = p_camera_data->visible_layers;
  762. scene_data.taa_jitter = p_camera_data->taa_jitter;
  763. scene_data.view_count = p_camera_data->view_count;
  764. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  765. scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  766. scene_data.view_projection[v] = p_camera_data->view_projection[v];
  767. }
  768. scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
  769. scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
  770. scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  771. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  772. scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  773. }
  774. scene_data.z_near = p_camera_data->main_projection.get_z_near();
  775. scene_data.z_far = p_camera_data->main_projection.get_z_far();
  776. // this should be the same for all cameras..
  777. const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  778. // Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
  779. // degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
  780. const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
  781. scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
  782. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  783. scene_data.screen_mesh_lod_threshold = 0.0;
  784. } else {
  785. scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  786. }
  787. if (p_shadow_atlas.is_valid()) {
  788. int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
  789. scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
  790. scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
  791. }
  792. {
  793. int directional_shadow_size = light_storage->directional_shadow_get_size();
  794. scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
  795. scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
  796. }
  797. scene_data.time = time;
  798. scene_data.time_step = time_step;
  799. }
  800. //assign render data
  801. RenderDataRD render_data;
  802. {
  803. render_data.render_buffers = rb;
  804. render_data.scene_data = &scene_data;
  805. render_data.instances = &p_instances;
  806. render_data.lights = &p_lights;
  807. render_data.reflection_probes = &p_reflection_probes;
  808. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  809. render_data.decals = &p_decals;
  810. render_data.lightmaps = &p_lightmaps;
  811. render_data.fog_volumes = &p_fog_volumes;
  812. render_data.environment = p_environment;
  813. render_data.camera_attributes = p_camera_attributes;
  814. render_data.shadow_atlas = p_shadow_atlas;
  815. render_data.occluder_debug_tex = p_occluder_debug_tex;
  816. render_data.reflection_atlas = p_reflection_atlas;
  817. render_data.reflection_probe = p_reflection_probe;
  818. render_data.reflection_probe_pass = p_reflection_probe_pass;
  819. render_data.render_shadows = p_render_shadows;
  820. render_data.render_shadow_count = p_render_shadow_count;
  821. render_data.render_sdfgi_regions = p_render_sdfgi_regions;
  822. render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
  823. render_data.sdfgi_update_data = p_sdfgi_update_data;
  824. render_data.render_info = r_render_info;
  825. }
  826. PagedArray<RID> empty;
  827. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  828. render_data.lights = &empty;
  829. render_data.reflection_probes = &empty;
  830. render_data.voxel_gi_instances = &empty;
  831. }
  832. Color clear_color;
  833. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  834. clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
  835. } else {
  836. clear_color = RSG::texture_storage->get_default_clear_color();
  837. }
  838. //calls _pre_opaque_render between depth pre-pass and opaque pass
  839. _render_scene(&render_data, clear_color);
  840. }
  841. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  842. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  843. }
  844. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  845. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  846. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  847. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  848. Projection cm;
  849. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  850. Vector3 cam_pos = p_transform.origin;
  851. cam_pos.y += extents.y;
  852. Transform3D cam_xform;
  853. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
  854. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  855. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  856. }
  857. bool RendererSceneRenderRD::free(RID p_rid) {
  858. if (is_environment(p_rid)) {
  859. environment_free(p_rid);
  860. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  861. RSG::camera_attributes->camera_attributes_free(p_rid);
  862. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  863. gi.voxel_gi_instance_free(p_rid);
  864. } else if (sky.sky_owner.owns(p_rid)) {
  865. sky.update_dirty_skys();
  866. sky.free_sky(p_rid);
  867. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  868. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  869. } else {
  870. return false;
  871. }
  872. return true;
  873. }
  874. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  875. debug_draw = p_debug_draw;
  876. }
  877. void RendererSceneRenderRD::update() {
  878. sky.update_dirty_skys();
  879. }
  880. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  881. time = p_time;
  882. time_step = p_step;
  883. }
  884. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  885. screen_space_roughness_limiter = p_enable;
  886. screen_space_roughness_limiter_amount = p_amount;
  887. screen_space_roughness_limiter_limit = p_limit;
  888. }
  889. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  890. return screen_space_roughness_limiter;
  891. }
  892. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  893. return screen_space_roughness_limiter_amount;
  894. }
  895. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  896. return screen_space_roughness_limiter_limit;
  897. }
  898. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  899. ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
  900. ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
  901. RD::TextureFormat tf;
  902. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  903. tf.width = p_image_size.width; // Always 64x64
  904. tf.height = p_image_size.height;
  905. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  906. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  907. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  908. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  909. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  910. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  911. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  912. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  913. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  914. 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;
  915. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  916. Vector<RID> fb_tex;
  917. fb_tex.push_back(albedo_alpha_tex);
  918. fb_tex.push_back(normal_tex);
  919. fb_tex.push_back(orm_tex);
  920. fb_tex.push_back(emission_tex);
  921. fb_tex.push_back(depth_write_tex);
  922. fb_tex.push_back(depth_tex);
  923. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  924. //RID sampled_light;
  925. RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
  926. ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
  927. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  928. Vector<RID> materials;
  929. materials.resize(sc);
  930. for (uint32_t i = 0; i < sc; i++) {
  931. if (i < (uint32_t)p_material_overrides.size()) {
  932. materials.write[i] = p_material_overrides[i];
  933. }
  934. }
  935. gi_inst->set_surface_materials(materials);
  936. if (cull_argument.size() == 0) {
  937. cull_argument.push_back(nullptr);
  938. }
  939. cull_argument[0] = gi_inst;
  940. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  941. geometry_instance_free(gi_inst);
  942. TypedArray<Image> ret;
  943. {
  944. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  945. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  946. RD::get_singleton()->free(albedo_alpha_tex);
  947. ret.push_back(img);
  948. }
  949. {
  950. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  951. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  952. RD::get_singleton()->free(normal_tex);
  953. ret.push_back(img);
  954. }
  955. {
  956. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  957. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  958. RD::get_singleton()->free(orm_tex);
  959. ret.push_back(img);
  960. }
  961. {
  962. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  963. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  964. RD::get_singleton()->free(emission_tex);
  965. ret.push_back(img);
  966. }
  967. RD::get_singleton()->free(depth_write_tex);
  968. RD::get_singleton()->free(depth_tex);
  969. return ret;
  970. }
  971. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  972. gi.sdfgi_debug_probe_pos = p_position;
  973. gi.sdfgi_debug_probe_dir = p_dir;
  974. }
  975. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  976. bool RendererSceneRenderRD::is_vrs_supported() const {
  977. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  978. }
  979. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  980. // usable by default (unless low end = true)
  981. return true;
  982. }
  983. bool RendererSceneRenderRD::is_volumetric_supported() const {
  984. // usable by default (unless low end = true)
  985. return true;
  986. }
  987. uint32_t RendererSceneRenderRD::get_max_elements() const {
  988. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  989. }
  990. RendererSceneRenderRD::RendererSceneRenderRD() {
  991. singleton = this;
  992. }
  993. void RendererSceneRenderRD::init() {
  994. max_cluster_elements = get_max_elements();
  995. RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
  996. /* Forward ID */
  997. forward_id_storage = create_forward_id_storage();
  998. /* SKY SHADER */
  999. sky.init();
  1000. /* GI */
  1001. if (is_dynamic_gi_supported()) {
  1002. gi.init(&sky);
  1003. }
  1004. { //decals
  1005. RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
  1006. }
  1007. { //lights
  1008. }
  1009. if (is_volumetric_supported()) {
  1010. RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
  1011. }
  1012. RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  1013. RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
  1014. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  1015. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  1016. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  1017. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  1018. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  1019. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  1020. directional_soft_shadow_kernel = memnew_arr(float, 128);
  1021. penumbra_shadow_kernel = memnew_arr(float, 128);
  1022. soft_shadow_kernel = memnew_arr(float, 128);
  1023. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  1024. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  1025. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  1026. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  1027. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  1028. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  1029. cull_argument.set_page_pool(&cull_argument_pool);
  1030. bool can_use_storage = _render_buffers_can_be_storage();
  1031. bool can_use_vrs = is_vrs_supported();
  1032. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  1033. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  1034. luminance = memnew(RendererRD::Luminance(!can_use_storage));
  1035. tone_mapper = memnew(RendererRD::ToneMapper);
  1036. if (can_use_vrs) {
  1037. vrs = memnew(RendererRD::VRS);
  1038. }
  1039. if (can_use_storage) {
  1040. fsr = memnew(RendererRD::FSR);
  1041. }
  1042. }
  1043. RendererSceneRenderRD::~RendererSceneRenderRD() {
  1044. if (forward_id_storage) {
  1045. memdelete(forward_id_storage);
  1046. }
  1047. if (bokeh_dof) {
  1048. memdelete(bokeh_dof);
  1049. }
  1050. if (copy_effects) {
  1051. memdelete(copy_effects);
  1052. }
  1053. if (luminance) {
  1054. memdelete(luminance);
  1055. }
  1056. if (tone_mapper) {
  1057. memdelete(tone_mapper);
  1058. }
  1059. if (vrs) {
  1060. memdelete(vrs);
  1061. }
  1062. if (fsr) {
  1063. memdelete(fsr);
  1064. }
  1065. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  1066. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  1067. }
  1068. if (is_dynamic_gi_supported()) {
  1069. gi.free();
  1070. }
  1071. if (is_volumetric_supported()) {
  1072. RendererRD::Fog::get_singleton()->free_fog_shader();
  1073. }
  1074. memdelete_arr(directional_penumbra_shadow_kernel);
  1075. memdelete_arr(directional_soft_shadow_kernel);
  1076. memdelete_arr(penumbra_shadow_kernel);
  1077. memdelete_arr(soft_shadow_kernel);
  1078. RSG::light_storage->directional_shadow_atlas_set_size(0);
  1079. cull_argument.reset(); //avoid exit error
  1080. }