renderer_scene_render_rd.cpp 66 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) {
  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);
  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. bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) {
  204. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  205. if (p_render_data->compositor.is_null()) {
  206. return false;
  207. }
  208. if (p_render_data->reflection_probe.is_valid()) {
  209. return false;
  210. }
  211. ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
  212. Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  213. for (RID rid : re_rids) {
  214. if (comp_storage->compositor_effect_get_flag(rid, p_flag)) {
  215. return true;
  216. }
  217. }
  218. return false;
  219. }
  220. bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
  221. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  222. if (p_render_data->compositor.is_null()) {
  223. return false;
  224. }
  225. if (p_render_data->reflection_probe.is_valid()) {
  226. return false;
  227. }
  228. ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
  229. Vector<RID> effects = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  230. return effects.size() > 0;
  231. }
  232. void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
  233. RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
  234. if (p_render_data->compositor.is_null()) {
  235. return;
  236. }
  237. if (p_render_data->reflection_probe.is_valid()) {
  238. return;
  239. }
  240. ERR_FAIL_COND(!comp_storage->is_compositor(p_render_data->compositor));
  241. Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
  242. for (RID rid : re_rids) {
  243. Array arr;
  244. Callable callback = comp_storage->compositor_effect_get_callback(rid);
  245. arr.push_back(p_callback_type);
  246. arr.push_back(p_render_data);
  247. callback.callv(arr);
  248. }
  249. }
  250. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  251. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  252. ERR_FAIL_COND(rb.is_null());
  253. if (!rb->has_internal_texture()) {
  254. // We're likely rendering reflection probes where we can't use our backbuffers.
  255. return;
  256. }
  257. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  258. StringName texture_name;
  259. bool can_use_storage = _render_buffers_can_be_storage();
  260. Size2i size = rb->get_internal_size();
  261. // When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
  262. // dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
  263. Size2i target_size = rb->get_target_size();
  264. bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
  265. bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
  266. if (reuse_blur_texture) {
  267. rb->allocate_blur_textures();
  268. texture_name = RB_TEX_BLUR_0;
  269. } else {
  270. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  271. usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  272. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
  273. texture_name = RB_TEX_BACK_COLOR;
  274. }
  275. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  276. RID texture = rb->get_internal_texture(v);
  277. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);
  278. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);
  279. if (can_use_storage) {
  280. copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
  281. } else {
  282. RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
  283. copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
  284. }
  285. for (int i = 1; i < mipmaps; i++) {
  286. RID source = dest;
  287. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);
  288. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);
  289. if (can_use_storage) {
  290. copy_effects->make_mipmap(source, dest, msize);
  291. } else {
  292. copy_effects->make_mipmap_raster(source, dest, msize);
  293. }
  294. }
  295. }
  296. RD::get_singleton()->draw_command_end_label();
  297. }
  298. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  299. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  300. ERR_FAIL_COND(rb.is_null());
  301. if (!rb->has_depth_texture()) {
  302. // We're likely rendering reflection probes where we can't use our backbuffers.
  303. return;
  304. }
  305. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  306. // note, this only creates our back depth texture if we haven't already created it.
  307. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  308. usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  309. 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
  310. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
  311. bool can_use_storage = _render_buffers_can_be_storage();
  312. Size2i size = rb->get_internal_size();
  313. for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
  314. RID depth_texture = rb->get_depth_texture(v);
  315. RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
  316. if (can_use_storage) {
  317. copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
  318. } else {
  319. RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
  320. copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
  321. }
  322. }
  323. RD::get_singleton()->draw_command_end_label();
  324. }
  325. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  326. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  327. ERR_FAIL_NULL(p_render_data);
  328. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  329. ERR_FAIL_COND(rb.is_null());
  330. ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
  331. // Glow, auto exposure and DoF (if enabled).
  332. Size2i target_size = rb->get_target_size();
  333. 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...
  334. can_use_effects &= _debug_draw_can_use_effects(debug_draw);
  335. bool can_use_storage = _render_buffers_can_be_storage();
  336. bool use_fsr = fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR;
  337. bool use_upscaled_texture = rb->has_upscaled_texture() && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR2;
  338. RID render_target = rb->get_render_target();
  339. RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();
  340. Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();
  341. bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;
  342. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
  343. RENDER_TIMESTAMP("Depth of Field");
  344. RD::get_singleton()->draw_command_begin_label("DOF");
  345. rb->allocate_blur_textures();
  346. RendererRD::BokehDOF::BokehBuffers buffers;
  347. // Textures we use
  348. buffers.base_texture_size = color_size;
  349. buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
  350. buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  351. buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
  352. if (can_use_storage) {
  353. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  354. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  355. buffers.depth_texture = rb->get_depth_texture(i);
  356. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  357. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  358. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  359. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  360. };
  361. } else {
  362. // Set framebuffers.
  363. buffers.secondary_fb = rb->weight_buffers[1].fb;
  364. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  365. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  366. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  367. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  368. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  369. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  370. // Set weight buffers.
  371. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  372. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  373. buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
  374. buffers.depth_texture = rb->get_depth_texture(i);
  375. buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
  376. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
  377. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  378. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  379. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  380. }
  381. }
  382. RD::get_singleton()->draw_command_end_label();
  383. }
  384. float auto_exposure_scale = 1.0;
  385. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  386. RENDER_TIMESTAMP("Auto exposure");
  387. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  388. Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
  389. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  390. bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
  391. rb->set_auto_exposure_version(auto_exposure_version);
  392. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  393. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  394. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  395. luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  396. // Swap final reduce with prev luminance.
  397. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  398. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  399. RD::get_singleton()->draw_command_end_label();
  400. }
  401. int max_glow_level = -1;
  402. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  403. RENDER_TIMESTAMP("Glow");
  404. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  405. rb->allocate_blur_textures();
  406. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  407. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  408. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
  409. if (i >= mipmaps) {
  410. max_glow_level = mipmaps - 1;
  411. } else {
  412. max_glow_level = i;
  413. }
  414. }
  415. }
  416. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  417. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  418. for (int i = 0; i < (max_glow_level + 1); i++) {
  419. Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
  420. if (i == 0) {
  421. RID luminance_texture;
  422. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  423. luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
  424. }
  425. RID source = rb->get_internal_texture(l);
  426. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  427. if (can_use_storage) {
  428. 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);
  429. } else {
  430. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  431. 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);
  432. }
  433. } else {
  434. RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
  435. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  436. if (can_use_storage) {
  437. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
  438. } else {
  439. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  440. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
  441. }
  442. }
  443. }
  444. }
  445. RD::get_singleton()->draw_command_end_label();
  446. }
  447. {
  448. RENDER_TIMESTAMP("Tonemap");
  449. RD::get_singleton()->draw_command_begin_label("Tonemap");
  450. RendererRD::ToneMapper::TonemapSettings tonemap;
  451. tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
  452. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
  453. tonemap.use_auto_exposure = true;
  454. tonemap.auto_exposure_scale = auto_exposure_scale;
  455. } else {
  456. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  457. }
  458. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  459. tonemap.use_glow = true;
  460. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  461. 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);
  462. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  463. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  464. }
  465. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
  466. tonemap.glow_texture_size.x = msize.width;
  467. tonemap.glow_texture_size.y = msize.height;
  468. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  469. tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
  470. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  471. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  472. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  473. } else {
  474. tonemap.glow_map_strength = 0.0f;
  475. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  476. }
  477. } else {
  478. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  479. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  480. }
  481. if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  482. tonemap.use_fxaa = true;
  483. }
  484. tonemap.use_debanding = rb->get_use_debanding();
  485. tonemap.texture_size = Vector2i(color_size.x, color_size.y);
  486. if (p_render_data->environment.is_valid()) {
  487. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  488. tonemap.white = environment_get_white(p_render_data->environment);
  489. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  490. }
  491. tonemap.use_color_correction = false;
  492. tonemap.use_1d_color_correction = false;
  493. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  494. if (can_use_effects && p_render_data->environment.is_valid()) {
  495. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  496. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  497. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  498. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  499. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  500. tonemap.use_color_correction = true;
  501. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  502. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  503. }
  504. }
  505. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  506. tonemap.view_count = rb->get_view_count();
  507. tonemap.convert_to_srgb = !texture_storage->render_target_is_using_hdr(render_target);
  508. RID dest_fb;
  509. bool use_intermediate_fb = use_fsr;
  510. if (use_intermediate_fb) {
  511. // If we use FSR to upscale we need to write our result into an intermediate buffer.
  512. // Note that this is cached so we only create the texture the first time.
  513. 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);
  514. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  515. } else {
  516. // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
  517. // Target size in this case is lying as we never get our real target size communicated.
  518. // Bit nasty but...
  519. if (dest_is_msaa_2d) {
  520. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  521. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  522. } else {
  523. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  524. }
  525. }
  526. tone_mapper->tonemapper(color_texture, dest_fb, tonemap);
  527. RD::get_singleton()->draw_command_end_label();
  528. }
  529. if (use_fsr) {
  530. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  531. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  532. RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  533. RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  534. fsr->fsr_upscale(rb, source_texture, dest_texture);
  535. }
  536. if (dest_is_msaa_2d) {
  537. // We can't upscale directly into our MSAA buffer so we need to do a copy
  538. RID source_texture = texture_storage->render_target_get_rd_texture(render_target);
  539. RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
  540. copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));
  541. texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
  542. }
  543. RD::get_singleton()->draw_command_end_label();
  544. }
  545. texture_storage->render_target_disable_clear_request(render_target);
  546. }
  547. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  548. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  549. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  550. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  551. ERR_FAIL_COND(rb.is_null());
  552. // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
  553. // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
  554. Size2i target_size = rb->get_target_size();
  555. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  556. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  557. RendererRD::ToneMapper::TonemapSettings tonemap;
  558. if (p_render_data->environment.is_valid()) {
  559. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  560. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  561. tonemap.white = environment_get_white(p_render_data->environment);
  562. }
  563. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  564. // The problem is that we need to use the result so far and process them before we can
  565. // apply this to our results.
  566. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  567. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  568. }
  569. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  570. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  571. }
  572. tonemap.use_glow = false;
  573. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  574. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  575. tonemap.use_auto_exposure = false;
  576. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  577. tonemap.use_color_correction = false;
  578. tonemap.use_1d_color_correction = false;
  579. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  580. if (can_use_effects && p_render_data->environment.is_valid()) {
  581. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  582. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  583. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  584. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  585. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  586. tonemap.use_color_correction = true;
  587. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  588. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  589. }
  590. }
  591. tonemap.use_debanding = rb->get_use_debanding();
  592. tonemap.texture_size = Vector2i(target_size.x, target_size.y);
  593. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  594. tonemap.view_count = rb->get_view_count();
  595. tonemap.convert_to_srgb = !texture_storage->render_target_is_using_hdr(rb->get_render_target());
  596. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  597. RD::get_singleton()->draw_command_end_label();
  598. }
  599. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  600. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  601. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  602. texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
  603. }
  604. bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {
  605. bool can_use_effects = true;
  606. switch (p_debug_draw) {
  607. // No debug draw, use camera effects
  608. case RS::VIEWPORT_DEBUG_DRAW_DISABLED:
  609. can_use_effects = true;
  610. break;
  611. // Modes that completely override rendering to draw debug information should disable camera effects.
  612. case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:
  613. case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:
  614. case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:
  615. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:
  616. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  617. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  618. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  619. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  620. case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:
  621. can_use_effects = false;
  622. break;
  623. // Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.
  624. case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:
  625. case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:
  626. case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:
  627. case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:
  628. // Modes that draws a buffer over viewport needs camera effects because if the buffer is not available it will be equivalent to normal draw mode.
  629. case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:
  630. case RS::VIEWPORT_DEBUG_DRAW_SSAO:
  631. case RS::VIEWPORT_DEBUG_DRAW_SSIL:
  632. case RS::VIEWPORT_DEBUG_DRAW_SDFGI:
  633. case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:
  634. case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:
  635. can_use_effects = true;
  636. break;
  637. // Other debug draw modes keep camera effects.
  638. case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:
  639. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:
  640. case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:
  641. case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:
  642. case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:
  643. case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:
  644. case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:
  645. can_use_effects = true;
  646. break;
  647. default:
  648. break;
  649. }
  650. return can_use_effects;
  651. }
  652. void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
  653. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  654. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  655. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  656. ERR_FAIL_COND(rb.is_null());
  657. RID render_target = rb->get_render_target();
  658. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  659. if (p_render_data->shadow_atlas.is_valid()) {
  660. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
  661. if (shadow_atlas_texture.is_null()) {
  662. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  663. }
  664. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  665. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  666. }
  667. }
  668. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  669. if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
  670. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
  671. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  672. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  673. // Determine our display size, try and keep square by using the smallest edge.
  674. Size2i size = 2 * rtsize / 3;
  675. if (size.x < size.y) {
  676. size.y = size.x;
  677. } else if (size.y < size.x) {
  678. size.x = size.y;
  679. }
  680. copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
  681. // Visualize our view frustum to show coverage.
  682. for (int i = 0; i < p_render_data->render_shadow_count; i++) {
  683. RID light = p_render_data->render_shadows[i].light;
  684. RID base = light_storage->light_instance_get_base_light(light);
  685. if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
  686. debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));
  687. }
  688. }
  689. }
  690. }
  691. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  692. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  693. if (decal_atlas.is_valid()) {
  694. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  695. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  696. }
  697. }
  698. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  699. RID luminance_texture = luminance->get_current_luminance_buffer(rb);
  700. if (luminance_texture.is_valid()) {
  701. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  702. copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
  703. }
  704. }
  705. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {
  706. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  707. copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  708. }
  709. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
  710. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  711. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, false, RID(), false, false, false, true);
  712. }
  713. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  714. if (p_render_data->occluder_debug_tex.is_valid()) {
  715. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  716. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
  717. }
  718. }
  719. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
  720. RID velocity = _render_buffers_get_velocity_texture(rb);
  721. RID depth = rb->get_depth_texture();
  722. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  723. Size2i resolution = rb->get_internal_size();
  724. debug_effects->draw_motion_vectors(velocity, depth, dest_fb, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_projection, p_render_data->scene_data->prev_cam_transform, resolution);
  725. }
  726. }
  727. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  728. return gi.default_voxel_gi_buffer;
  729. }
  730. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  731. return 1.0;
  732. }
  733. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  734. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  735. }
  736. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  737. return true;
  738. }
  739. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  740. gi.half_resolution = p_enable;
  741. }
  742. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  743. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  744. if (shadows_quality != p_quality) {
  745. shadows_quality = p_quality;
  746. switch (shadows_quality) {
  747. case RS::SHADOW_QUALITY_HARD: {
  748. penumbra_shadow_samples = 4;
  749. soft_shadow_samples = 0;
  750. shadows_quality_radius = 1.0;
  751. } break;
  752. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  753. penumbra_shadow_samples = 4;
  754. soft_shadow_samples = 1;
  755. shadows_quality_radius = 1.5;
  756. } break;
  757. case RS::SHADOW_QUALITY_SOFT_LOW: {
  758. penumbra_shadow_samples = 8;
  759. soft_shadow_samples = 4;
  760. shadows_quality_radius = 2.0;
  761. } break;
  762. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  763. penumbra_shadow_samples = 12;
  764. soft_shadow_samples = 8;
  765. shadows_quality_radius = 2.0;
  766. } break;
  767. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  768. penumbra_shadow_samples = 24;
  769. soft_shadow_samples = 16;
  770. shadows_quality_radius = 3.0;
  771. } break;
  772. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  773. penumbra_shadow_samples = 32;
  774. soft_shadow_samples = 32;
  775. shadows_quality_radius = 4.0;
  776. } break;
  777. case RS::SHADOW_QUALITY_MAX:
  778. break;
  779. }
  780. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  781. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  782. }
  783. _update_shader_quality_settings();
  784. }
  785. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  786. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  787. if (directional_shadow_quality != p_quality) {
  788. directional_shadow_quality = p_quality;
  789. switch (directional_shadow_quality) {
  790. case RS::SHADOW_QUALITY_HARD: {
  791. directional_penumbra_shadow_samples = 4;
  792. directional_soft_shadow_samples = 0;
  793. directional_shadow_quality_radius = 1.0;
  794. } break;
  795. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  796. directional_penumbra_shadow_samples = 4;
  797. directional_soft_shadow_samples = 1;
  798. directional_shadow_quality_radius = 1.5;
  799. } break;
  800. case RS::SHADOW_QUALITY_SOFT_LOW: {
  801. directional_penumbra_shadow_samples = 8;
  802. directional_soft_shadow_samples = 4;
  803. directional_shadow_quality_radius = 2.0;
  804. } break;
  805. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  806. directional_penumbra_shadow_samples = 12;
  807. directional_soft_shadow_samples = 8;
  808. directional_shadow_quality_radius = 2.0;
  809. } break;
  810. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  811. directional_penumbra_shadow_samples = 24;
  812. directional_soft_shadow_samples = 16;
  813. directional_shadow_quality_radius = 3.0;
  814. } break;
  815. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  816. directional_penumbra_shadow_samples = 32;
  817. directional_soft_shadow_samples = 32;
  818. directional_shadow_quality_radius = 4.0;
  819. } break;
  820. case RS::SHADOW_QUALITY_MAX:
  821. break;
  822. }
  823. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  824. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  825. }
  826. _update_shader_quality_settings();
  827. }
  828. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  829. if (decals_filter == p_filter) {
  830. return;
  831. }
  832. decals_filter = p_filter;
  833. _update_shader_quality_settings();
  834. }
  835. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  836. if (light_projectors_filter == p_filter) {
  837. return;
  838. }
  839. light_projectors_filter = p_filter;
  840. _update_shader_quality_settings();
  841. }
  842. int RendererSceneRenderRD::get_roughness_layers() const {
  843. return sky.roughness_layers;
  844. }
  845. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  846. return sky.sky_use_cubemap_array;
  847. }
  848. void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
  849. if (p_render_buffers.is_null()) {
  850. return;
  851. }
  852. RID render_target = p_render_buffers->get_render_target();
  853. if (render_target.is_null()) {
  854. // must be rendering reflection probes
  855. return;
  856. }
  857. if (vrs) {
  858. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  859. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
  860. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  861. RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
  862. // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
  863. // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
  864. // so it needs to be set as our color attachment
  865. Vector<RID> textures;
  866. textures.push_back(vrs_texture);
  867. Vector<RD::FramebufferPass> passes;
  868. RD::FramebufferPass pass;
  869. pass.color_attachments.push_back(0);
  870. passes.push_back(pass);
  871. RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
  872. vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
  873. }
  874. }
  875. }
  876. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  877. if (p_render_data->render_buffers.is_valid()) {
  878. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  879. return true;
  880. }
  881. }
  882. return false;
  883. }
  884. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  885. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  886. if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  887. return;
  888. }
  889. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  890. sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  891. }
  892. }
  893. 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_compositor, 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) {
  894. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  895. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  896. // getting this here now so we can direct call a bunch of things more easily
  897. ERR_FAIL_COND(p_render_buffers.is_null());
  898. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  899. ERR_FAIL_COND(rb.is_null());
  900. // setup scene data
  901. RenderSceneDataRD scene_data;
  902. {
  903. // Our first camera is used by default
  904. scene_data.cam_transform = p_camera_data->main_transform;
  905. scene_data.cam_projection = p_camera_data->main_projection;
  906. scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
  907. scene_data.camera_visible_layers = p_camera_data->visible_layers;
  908. scene_data.taa_jitter = p_camera_data->taa_jitter;
  909. scene_data.main_cam_transform = p_camera_data->main_transform;
  910. scene_data.flip_y = !p_reflection_probe.is_valid();
  911. scene_data.view_count = p_camera_data->view_count;
  912. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  913. scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  914. scene_data.view_projection[v] = p_camera_data->view_projection[v];
  915. }
  916. scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
  917. scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
  918. scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  919. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  920. scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  921. }
  922. scene_data.z_near = p_camera_data->main_projection.get_z_near();
  923. scene_data.z_far = p_camera_data->main_projection.get_z_far();
  924. // this should be the same for all cameras..
  925. const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  926. // Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
  927. // degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
  928. const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
  929. scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
  930. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  931. scene_data.screen_mesh_lod_threshold = 0.0;
  932. } else {
  933. scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  934. }
  935. if (p_shadow_atlas.is_valid()) {
  936. int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
  937. scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
  938. scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
  939. }
  940. {
  941. int directional_shadow_size = light_storage->directional_shadow_get_size();
  942. scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
  943. scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
  944. }
  945. scene_data.time = time;
  946. scene_data.time_step = time_step;
  947. }
  948. //assign render data
  949. RenderDataRD render_data;
  950. {
  951. render_data.render_buffers = rb;
  952. render_data.scene_data = &scene_data;
  953. render_data.instances = &p_instances;
  954. render_data.lights = &p_lights;
  955. render_data.reflection_probes = &p_reflection_probes;
  956. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  957. render_data.decals = &p_decals;
  958. render_data.lightmaps = &p_lightmaps;
  959. render_data.fog_volumes = &p_fog_volumes;
  960. render_data.environment = p_environment;
  961. render_data.compositor = p_compositor;
  962. render_data.camera_attributes = p_camera_attributes;
  963. render_data.shadow_atlas = p_shadow_atlas;
  964. render_data.occluder_debug_tex = p_occluder_debug_tex;
  965. render_data.reflection_atlas = p_reflection_atlas;
  966. render_data.reflection_probe = p_reflection_probe;
  967. render_data.reflection_probe_pass = p_reflection_probe_pass;
  968. render_data.render_shadows = p_render_shadows;
  969. render_data.render_shadow_count = p_render_shadow_count;
  970. render_data.render_sdfgi_regions = p_render_sdfgi_regions;
  971. render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
  972. render_data.sdfgi_update_data = p_sdfgi_update_data;
  973. render_data.render_info = r_render_info;
  974. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  975. render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());
  976. }
  977. }
  978. PagedArray<RID> empty;
  979. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  980. render_data.lights = &empty;
  981. render_data.reflection_probes = &empty;
  982. render_data.voxel_gi_instances = &empty;
  983. render_data.lightmaps = &empty;
  984. }
  985. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
  986. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
  987. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
  988. get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  989. render_data.decals = &empty;
  990. }
  991. Color clear_color;
  992. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  993. clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
  994. } else {
  995. clear_color = RSG::texture_storage->get_default_clear_color();
  996. }
  997. //calls _pre_opaque_render between depth pre-pass and opaque pass
  998. _render_scene(&render_data, clear_color);
  999. }
  1000. 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) {
  1001. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  1002. }
  1003. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  1004. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  1005. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  1006. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  1007. Projection cm;
  1008. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  1009. Vector3 cam_pos = p_transform.origin;
  1010. cam_pos.y += extents.y;
  1011. Transform3D cam_xform;
  1012. 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());
  1013. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  1014. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  1015. }
  1016. bool RendererSceneRenderRD::free(RID p_rid) {
  1017. if (is_environment(p_rid)) {
  1018. environment_free(p_rid);
  1019. } else if (is_compositor(p_rid)) {
  1020. compositor_free(p_rid);
  1021. } else if (is_compositor_effect(p_rid)) {
  1022. compositor_effect_free(p_rid);
  1023. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  1024. RSG::camera_attributes->camera_attributes_free(p_rid);
  1025. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  1026. gi.voxel_gi_instance_free(p_rid);
  1027. } else if (sky.sky_owner.owns(p_rid)) {
  1028. sky.update_dirty_skys();
  1029. sky.free_sky(p_rid);
  1030. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  1031. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  1032. } else {
  1033. return false;
  1034. }
  1035. return true;
  1036. }
  1037. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  1038. debug_draw = p_debug_draw;
  1039. }
  1040. void RendererSceneRenderRD::update() {
  1041. sky.update_dirty_skys();
  1042. }
  1043. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  1044. time = p_time;
  1045. time_step = p_step;
  1046. }
  1047. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  1048. screen_space_roughness_limiter = p_enable;
  1049. screen_space_roughness_limiter_amount = p_amount;
  1050. screen_space_roughness_limiter_limit = p_limit;
  1051. }
  1052. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  1053. return screen_space_roughness_limiter;
  1054. }
  1055. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  1056. return screen_space_roughness_limiter_amount;
  1057. }
  1058. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  1059. return screen_space_roughness_limiter_limit;
  1060. }
  1061. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  1062. ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
  1063. ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
  1064. RD::TextureFormat tf;
  1065. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1066. tf.width = p_image_size.width; // Always 64x64
  1067. tf.height = p_image_size.height;
  1068. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1069. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1070. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1071. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1072. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1073. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1074. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1075. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1076. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1077. 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;
  1078. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1079. Vector<RID> fb_tex;
  1080. fb_tex.push_back(albedo_alpha_tex);
  1081. fb_tex.push_back(normal_tex);
  1082. fb_tex.push_back(orm_tex);
  1083. fb_tex.push_back(emission_tex);
  1084. fb_tex.push_back(depth_write_tex);
  1085. fb_tex.push_back(depth_tex);
  1086. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1087. //RID sampled_light;
  1088. RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
  1089. ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
  1090. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  1091. Vector<RID> materials;
  1092. materials.resize(sc);
  1093. for (uint32_t i = 0; i < sc; i++) {
  1094. if (i < (uint32_t)p_material_overrides.size()) {
  1095. materials.write[i] = p_material_overrides[i];
  1096. }
  1097. }
  1098. gi_inst->set_surface_materials(materials);
  1099. if (cull_argument.size() == 0) {
  1100. cull_argument.push_back(nullptr);
  1101. }
  1102. cull_argument[0] = gi_inst;
  1103. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  1104. geometry_instance_free(gi_inst);
  1105. TypedArray<Image> ret;
  1106. {
  1107. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  1108. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1109. RD::get_singleton()->free(albedo_alpha_tex);
  1110. ret.push_back(img);
  1111. }
  1112. {
  1113. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  1114. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1115. RD::get_singleton()->free(normal_tex);
  1116. ret.push_back(img);
  1117. }
  1118. {
  1119. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  1120. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1121. RD::get_singleton()->free(orm_tex);
  1122. ret.push_back(img);
  1123. }
  1124. {
  1125. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  1126. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  1127. RD::get_singleton()->free(emission_tex);
  1128. ret.push_back(img);
  1129. }
  1130. RD::get_singleton()->free(depth_write_tex);
  1131. RD::get_singleton()->free(depth_tex);
  1132. return ret;
  1133. }
  1134. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  1135. gi.sdfgi_debug_probe_pos = p_position;
  1136. gi.sdfgi_debug_probe_dir = p_dir;
  1137. }
  1138. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  1139. bool RendererSceneRenderRD::is_vrs_supported() const {
  1140. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  1141. }
  1142. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  1143. // usable by default (unless low end = true)
  1144. return true;
  1145. }
  1146. bool RendererSceneRenderRD::is_volumetric_supported() const {
  1147. // usable by default (unless low end = true)
  1148. return true;
  1149. }
  1150. uint32_t RendererSceneRenderRD::get_max_elements() const {
  1151. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  1152. }
  1153. RendererSceneRenderRD::RendererSceneRenderRD() {
  1154. singleton = this;
  1155. }
  1156. void RendererSceneRenderRD::init() {
  1157. max_cluster_elements = get_max_elements();
  1158. RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
  1159. /* Forward ID */
  1160. forward_id_storage = create_forward_id_storage();
  1161. /* SKY SHADER */
  1162. sky.init();
  1163. /* GI */
  1164. if (is_dynamic_gi_supported()) {
  1165. gi.init(&sky);
  1166. }
  1167. { //decals
  1168. RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
  1169. }
  1170. { //lights
  1171. }
  1172. if (is_volumetric_supported()) {
  1173. RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
  1174. }
  1175. 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"))));
  1176. 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"));
  1177. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  1178. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  1179. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  1180. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  1181. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  1182. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  1183. directional_soft_shadow_kernel = memnew_arr(float, 128);
  1184. penumbra_shadow_kernel = memnew_arr(float, 128);
  1185. soft_shadow_kernel = memnew_arr(float, 128);
  1186. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  1187. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  1188. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  1189. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  1190. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  1191. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  1192. cull_argument.set_page_pool(&cull_argument_pool);
  1193. bool can_use_storage = _render_buffers_can_be_storage();
  1194. bool can_use_vrs = is_vrs_supported();
  1195. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  1196. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  1197. debug_effects = memnew(RendererRD::DebugEffects);
  1198. luminance = memnew(RendererRD::Luminance(!can_use_storage));
  1199. tone_mapper = memnew(RendererRD::ToneMapper);
  1200. if (can_use_vrs) {
  1201. vrs = memnew(RendererRD::VRS);
  1202. }
  1203. if (can_use_storage) {
  1204. fsr = memnew(RendererRD::FSR);
  1205. }
  1206. }
  1207. RendererSceneRenderRD::~RendererSceneRenderRD() {
  1208. if (forward_id_storage) {
  1209. memdelete(forward_id_storage);
  1210. }
  1211. if (bokeh_dof) {
  1212. memdelete(bokeh_dof);
  1213. }
  1214. if (copy_effects) {
  1215. memdelete(copy_effects);
  1216. }
  1217. if (debug_effects) {
  1218. memdelete(debug_effects);
  1219. }
  1220. if (luminance) {
  1221. memdelete(luminance);
  1222. }
  1223. if (tone_mapper) {
  1224. memdelete(tone_mapper);
  1225. }
  1226. if (vrs) {
  1227. memdelete(vrs);
  1228. }
  1229. if (fsr) {
  1230. memdelete(fsr);
  1231. }
  1232. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  1233. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  1234. }
  1235. if (is_dynamic_gi_supported()) {
  1236. gi.free();
  1237. }
  1238. if (is_volumetric_supported()) {
  1239. RendererRD::Fog::get_singleton()->free_fog_shader();
  1240. }
  1241. memdelete_arr(directional_penumbra_shadow_kernel);
  1242. memdelete_arr(directional_soft_shadow_kernel);
  1243. memdelete_arr(penumbra_shadow_kernel);
  1244. memdelete_arr(soft_shadow_kernel);
  1245. RSG::light_storage->directional_shadow_atlas_set_size(0);
  1246. cull_argument.reset(); //avoid exit error
  1247. }