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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
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/**************************************************************************/
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/* renderer_scene_render_rd.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "renderer_scene_render_rd.h"
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#include "core/config/project_settings.h"
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#include "core/io/image.h"
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#include "renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/environment/fog.h"
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#include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/rendering_server_default.h"
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#include "servers/rendering/shader_include_db.h"
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#include "servers/rendering/storage/camera_attributes_storage.h"
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void get_vogel_disk(float *r_kernel, int p_sample_count) {
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const float golden_angle = 2.4;
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for (int i = 0; i < p_sample_count; i++) {
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float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
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float theta = float(i) * golden_angle;
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r_kernel[i * 4] = Math::cos(theta) * r;
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r_kernel[i * 4 + 1] = Math::sin(theta) * r;
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}
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}
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RID RendererSceneRenderRD::sky_allocate() {
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return sky.allocate_sky_rid();
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}
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void RendererSceneRenderRD::sky_initialize(RID p_rid) {
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sky.initialize_sky_rid(p_rid);
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}
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void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
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sky.sky_set_radiance_size(p_sky, p_radiance_size);
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}
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void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
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sky.sky_set_mode(p_sky, p_mode);
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}
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void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
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sky.sky_set_material(p_sky, p_material);
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}
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Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
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return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
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}
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void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
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glow_bicubic_upscale = p_enable;
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}
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void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
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volumetric_fog_size = p_size;
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volumetric_fog_depth = p_depth;
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}
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void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
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volumetric_fog_filter_active = p_enable;
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}
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void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
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gi.sdfgi_ray_count = p_ray_count;
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}
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void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
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gi.sdfgi_frames_to_converge = p_frames;
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}
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void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
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gi.sdfgi_frames_to_update_light = p_update;
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}
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Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
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ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
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RS::EnvironmentBG environment_background = environment_get_background(p_env);
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if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
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return Ref<Image>(); //nothing to bake
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}
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RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
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bool use_ambient_light = false;
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bool use_octmap = false;
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if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
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use_ambient_light = true;
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} else {
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use_octmap = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
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use_ambient_light = use_octmap || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
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}
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use_octmap = use_octmap || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
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Color ambient_color;
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float ambient_color_sky_mix = 0.0;
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if (use_ambient_light) {
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ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
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const float ambient_energy = environment_get_ambient_light_energy(p_env);
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ambient_color = environment_get_ambient_light(p_env);
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ambient_color = ambient_color.srgb_to_linear();
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ambient_color.r *= ambient_energy;
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ambient_color.g *= ambient_energy;
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ambient_color.b *= ambient_energy;
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}
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if (use_octmap) {
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Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
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if (use_ambient_light && panorama.is_valid()) {
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for (int x = 0; x < p_size.width; x++) {
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for (int y = 0; y < p_size.height; y++) {
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panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
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}
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}
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}
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return panorama;
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} else {
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const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
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Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
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panorama_color = panorama_color.srgb_to_linear();
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panorama_color.r *= bg_energy_multiplier;
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panorama_color.g *= bg_energy_multiplier;
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panorama_color.b *= bg_energy_multiplier;
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if (use_ambient_light) {
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panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
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}
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Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
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panorama->fill(panorama_color);
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return panorama;
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}
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}
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/* REFLECTION PROBE */
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RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
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Vector<RID> fb;
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fb.push_back(p_color);
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fb.push_back(p_depth);
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return RD::get_singleton()->framebuffer_create(fb);
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}
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/* FOG VOLUME INSTANCE */
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RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
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return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
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}
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void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
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RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);
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}
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void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
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RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);
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}
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RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
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return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);
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}
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Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
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return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);
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}
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/* VOXEL GI */
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RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
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return gi.voxel_gi_instance_create(p_base);
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}
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void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
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if (!is_dynamic_gi_supported()) {
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return;
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}
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gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
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}
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bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
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if (!is_dynamic_gi_supported()) {
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return false;
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}
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return gi.voxel_gi_needs_update(p_probe);
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}
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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) {
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if (!is_dynamic_gi_supported()) {
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return;
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}
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gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);
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}
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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) {
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ERR_FAIL_COND(p_render_buffers.is_null());
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if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
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return; //nothing to debug
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}
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Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
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sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms);
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}
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////////////////////////////////
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Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
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Ref<RenderSceneBuffersRD> rb;
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rb.instantiate();
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rb->set_can_be_storage(_render_buffers_can_be_storage());
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rb->set_max_cluster_elements(max_cluster_elements);
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rb->set_preferred_data_format(_render_buffers_get_preferred_color_format());
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if (vrs) {
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rb->set_vrs(vrs);
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}
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setup_render_buffer_data(rb);
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return rb;
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}
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bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) {
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RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
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if (p_render_data->compositor.is_null()) {
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return false;
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}
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if (p_render_data->reflection_probe.is_valid()) {
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return false;
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}
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ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
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Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
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for (RID rid : re_rids) {
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if (comp_storage->compositor_effect_get_flag(rid, p_flag)) {
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return true;
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}
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}
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return false;
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}
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bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
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RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
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if (p_render_data->compositor.is_null()) {
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return false;
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}
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if (p_render_data->reflection_probe.is_valid()) {
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return false;
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}
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ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);
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Vector<RID> effects = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
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return effects.size() > 0;
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}
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void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {
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RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();
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if (p_render_data->compositor.is_null()) {
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return;
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}
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if (p_render_data->reflection_probe.is_valid()) {
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return;
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}
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ERR_FAIL_COND(!comp_storage->is_compositor(p_render_data->compositor));
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Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);
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for (RID rid : re_rids) {
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Callable callback = comp_storage->compositor_effect_get_callback(rid);
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Array arr = { p_callback_type, p_render_data };
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callback.callv(arr);
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}
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}
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void RendererSceneRenderRD::_render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data) {
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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if (!rb->has_internal_texture()) {
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// We're likely rendering reflection probes where we can't use our backbuffers.
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return;
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}
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bool can_use_storage = _render_buffers_can_be_storage();
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Size2i size = rb->get_internal_size();
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// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
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// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
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Size2i target_size = rb->get_target_size();
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bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
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bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
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if (reuse_blur_texture) {
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rb->allocate_blur_textures();
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} else {
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if (!rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR)) {
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
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usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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// This needs to have mipmaps if any shader needs textureLod to work on screen_texture
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uint32_t mipmaps_required = Image::get_image_required_mipmaps(size.x, size.y, Image::FORMAT_RGBAH);
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rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits, RenderingDeviceCommons::TEXTURE_SAMPLES_1, { 0, 0 }, 0U, mipmaps_required);
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}
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}
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}
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void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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if (!rb->has_internal_texture()) {
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// We're likely rendering reflection probes where we can't use our backbuffers.
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return;
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}
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RD::get_singleton()->draw_command_begin_label("Copy Screen Texture");
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StringName texture_name;
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bool can_use_storage = _render_buffers_can_be_storage();
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Size2i size = rb->get_internal_size();
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// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
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// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
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Size2i target_size = rb->get_target_size();
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bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
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bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
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if (reuse_blur_texture) {
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texture_name = RB_TEX_BLUR_0;
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} else {
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texture_name = RB_TEX_BACK_COLOR;
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}
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for (uint32_t v = 0; v < rb->get_view_count(); v++) {
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RID texture = rb->get_internal_texture(v);
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int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);
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RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);
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if (can_use_storage) {
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copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
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} else {
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RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
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copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
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}
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for (int i = 1; i < mipmaps; i++) {
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RID source = dest;
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dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);
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Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);
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if (can_use_storage) {
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copy_effects->make_mipmap(source, dest, msize);
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} else {
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copy_effects->make_mipmap_raster(source, dest, msize);
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}
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}
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}
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RD::get_singleton()->draw_command_end_label();
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}
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void RendererSceneRenderRD::_render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data) {
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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if (!rb->has_depth_texture()) {
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// We're likely rendering reflection probes where we can't use our backbuffers.
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return;
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}
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// Note, this only creates our back depth texture if we haven't already created it.
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
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usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
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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
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rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
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}
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void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data, bool p_use_msaa) {
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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if (!rb->has_depth_texture()) {
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// We're likely rendering reflection probes where we can't use our backbuffers.
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return;
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}
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RD::get_singleton()->draw_command_begin_label("Copy Depth Texture");
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bool can_use_storage = _render_buffers_can_be_storage();
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Size2i size = rb->get_internal_size();
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for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
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RID depth_texture = rb->get_depth_texture(v);
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RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
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if (can_use_storage) {
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copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
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} else {
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RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
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if (p_use_msaa) {
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static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 };
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resolve_effects->resolve_depth_raster(rb->get_depth_msaa(v), depth_back_fb, texture_multisamples[rb->get_msaa_3d()]);
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} else {
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copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
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}
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}
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}
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RD::get_singleton()->draw_command_end_label();
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}
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void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data, bool p_use_msaa) {
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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ERR_FAIL_NULL(p_render_data);
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
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// Glow, auto exposure and DoF (if enabled).
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Size2i target_size = rb->get_target_size();
466
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...
467
can_use_effects &= _debug_draw_can_use_effects(debug_draw);
468
bool can_use_storage = _render_buffers_can_be_storage();
469
470
RS::ViewportScaling3DMode scale_mode = rb->get_scaling_3d_mode();
471
bool use_upscaled_texture = rb->has_upscaled_texture() && (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 || scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL);
472
SpatialUpscaler *spatial_upscaler = nullptr;
473
if (can_use_effects) {
474
if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
475
spatial_upscaler = fsr;
476
} else if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {
477
#if METAL_ENABLED
478
spatial_upscaler = mfx_spatial;
479
#endif
480
}
481
}
482
483
bool use_smaa = smaa && rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_SMAA;
484
485
RID render_target = rb->get_render_target();
486
RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();
487
Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();
488
489
bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;
490
491
bool using_dof = RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes);
492
493
if (using_dof && p_render_data->transparent_bg) {
494
WARN_PRINT_ONCE("Depth of field is not supported in viewports with a transparent background. Disabling DoF in transparent viewport.");
495
using_dof = false;
496
}
497
498
if (can_use_effects && using_dof) {
499
RENDER_TIMESTAMP("Depth of Field");
500
RD::get_singleton()->draw_command_begin_label("DOF");
501
502
rb->allocate_blur_textures();
503
504
RendererRD::BokehDOF::BokehBuffers buffers;
505
506
// Textures we use
507
buffers.base_texture_size = color_size;
508
buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
509
buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
510
buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
511
512
if (can_use_storage) {
513
for (uint32_t i = 0; i < rb->get_view_count(); i++) {
514
buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
515
buffers.depth_texture = rb->get_depth_texture(i);
516
517
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
518
float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
519
float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
520
bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
521
};
522
} else {
523
// Set framebuffers.
524
buffers.secondary_fb = rb->weight_buffers[1].fb;
525
buffers.half_fb[0] = rb->weight_buffers[2].fb;
526
buffers.half_fb[1] = rb->weight_buffers[3].fb;
527
buffers.weight_texture[0] = rb->weight_buffers[0].weight;
528
buffers.weight_texture[1] = rb->weight_buffers[1].weight;
529
buffers.weight_texture[2] = rb->weight_buffers[2].weight;
530
buffers.weight_texture[3] = rb->weight_buffers[3].weight;
531
532
// Set weight buffers.
533
buffers.base_weight_fb = rb->weight_buffers[0].fb;
534
535
for (uint32_t i = 0; i < rb->get_view_count(); i++) {
536
buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
537
buffers.depth_texture = p_use_msaa ? rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, i, 0) : rb->get_depth_texture(i);
538
buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
539
540
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
541
float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
542
float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
543
bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
544
}
545
}
546
RD::get_singleton()->draw_command_end_label();
547
}
548
549
float auto_exposure_scale = 1.0;
550
551
if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
552
RENDER_TIMESTAMP("Auto exposure");
553
554
RD::get_singleton()->draw_command_begin_label("Auto Exposure");
555
556
Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
557
558
uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
559
bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
560
rb->set_auto_exposure_version(auto_exposure_version);
561
562
double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
563
float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
564
float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
565
luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
566
567
// Swap final reduce with prev luminance.
568
569
auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
570
571
RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
572
RD::get_singleton()->draw_command_end_label();
573
}
574
575
if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
576
RENDER_TIMESTAMP("Glow");
577
578
rb->allocate_blur_textures();
579
580
int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
581
Vector<float> glow_levels = environment_get_glow_levels(p_render_data->environment);
582
bool use_debanding = rb->get_use_debanding() && !texture_storage->render_target_is_using_hdr(render_target);
583
584
int max_glow_index = -1;
585
int min_glow_level = RS::MAX_GLOW_LEVELS;
586
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
587
if (glow_levels[i] > 0.01) {
588
max_glow_index = MAX(max_glow_index, i);
589
min_glow_level = MIN(min_glow_level, i);
590
}
591
}
592
593
max_glow_index = MIN(max_glow_index, mipmaps - 1);
594
595
float luminance_multiplier = rb->get_luminance_multiplier();
596
if (can_use_storage) {
597
RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
598
RID luminance_texture;
599
if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
600
luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
601
}
602
for (uint32_t l = 0; l < rb->get_view_count(); l++) {
603
Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
604
RID source = rb->get_internal_texture(l);
605
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 0);
606
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);
607
608
for (int i = 1; i < (max_glow_index + 1); i++) {
609
source = dest;
610
vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
611
dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
612
copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
613
}
614
}
615
RD::get_singleton()->draw_command_end_label();
616
} else {
617
// For the mobile renderer we blur down and up the mip chain. Which works out to (2*level-1) passes. This
618
// allows us to gather our levels at low resolutions and ultimately save a lot of texture read bandwidth.
619
// The tradeoff is that we need to use single-pass blur to minimize the number of render passes.
620
621
RID source;
622
RID dest;
623
624
for (uint32_t l = 0; l < rb->get_view_count(); l++) {
625
RD::get_singleton()->draw_command_begin_label("Gaussian Glow downsample");
626
627
Size2i source_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_COLOR, 0);
628
629
source = rb->get_internal_texture(l);
630
dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 1); // Level 1 is quarter res.
631
632
copy_effects->gaussian_glow_downsample_raster(source, dest, luminance_multiplier, source_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));
633
634
Size2i vp_size;
635
for (int i = 1; i < (max_glow_index + 1); i++) {
636
source = dest;
637
vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
638
dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i + 1);
639
640
copy_effects->gaussian_glow_downsample_raster(source, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
641
}
642
RD::get_singleton()->draw_command_end_label();
643
RD::get_singleton()->draw_command_begin_label("Gaussian Glow upsample");
644
645
if (max_glow_index <= 0) {
646
// Only layer 1 is visible, just copy over.
647
source = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); // Technically a waste, but oh well. I'm not optimizing for the case of only level 1.
648
vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 2); // RB_TEX_BLUR_0 is double the size of RB_TEX_BLUR_1, so go up a mip level.
649
dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, l, 2);
650
RID blend_tex = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, 1);
651
source_size = vp_size;
652
653
copy_effects->gaussian_glow_upsample_raster(source, dest, blend_tex, luminance_multiplier, source_size, vp_size, glow_levels[0], 0.0, use_debanding);
654
}
655
656
for (int i = max_glow_index - 1; i >= 0; i--) {
657
source = dest;
658
source_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i + 3);
659
vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i + 2); // RB_TEX_BLUR_0 is double the size of RB_TEX_BLUR_1, so go up a mip level.
660
dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, l, i + 2);
661
RID blend_tex = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i + 1);
662
663
copy_effects->gaussian_glow_upsample_raster(source, dest, blend_tex, luminance_multiplier, source_size, vp_size, glow_levels[i], i == (max_glow_index - 1) ? glow_levels[i + 1] : 1.0, use_debanding);
664
}
665
RD::get_singleton()->draw_command_end_label();
666
}
667
}
668
}
669
670
{
671
RENDER_TIMESTAMP("Tonemap");
672
RD::get_singleton()->draw_command_begin_label("Tonemap");
673
674
RendererRD::ToneMapper::TonemapSettings tonemap;
675
676
bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);
677
678
tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
679
if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
680
tonemap.use_auto_exposure = true;
681
tonemap.auto_exposure_scale = auto_exposure_scale;
682
} else {
683
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
684
}
685
686
if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
687
tonemap.use_glow = true;
688
tonemap.glow_mode = environment_get_glow_blend_mode(p_render_data->environment);
689
tonemap.glow_intensity = tonemap.glow_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
690
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
691
tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
692
}
693
694
Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
695
tonemap.glow_texture_size.x = msize.width;
696
tonemap.glow_texture_size.y = msize.height;
697
tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
698
699
if (can_use_storage) {
700
tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
701
} else {
702
tonemap.glow_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 2, rb->get_view_count());
703
}
704
705
if (environment_get_glow_map(p_render_data->environment).is_valid()) {
706
tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
707
tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
708
} else {
709
tonemap.glow_map_strength = 0.0f;
710
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
711
}
712
713
} else {
714
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
715
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
716
}
717
718
if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
719
tonemap.use_fxaa = true;
720
}
721
722
tonemap.texture_size = Vector2i(color_size.x, color_size.y);
723
724
if (p_render_data->environment.is_valid()) {
725
// When we are using RGB10A2 render buffer format, our scene
726
// is limited to a maximum of 2.0. In this case we should limit
727
// the max white of tonemappers, specifically AgX which defaults
728
// to a high white value.
729
bool limit_agx_white = rb->get_base_data_format() == RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
730
731
tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
732
RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(p_render_data->environment, limit_agx_white);
733
tonemap.tonemapper_params[0] = params.tonemapper_params[0];
734
tonemap.tonemapper_params[1] = params.tonemapper_params[1];
735
tonemap.tonemapper_params[2] = params.tonemapper_params[2];
736
tonemap.tonemapper_params[3] = params.tonemapper_params[3];
737
tonemap.white = environment_get_white(p_render_data->environment, limit_agx_white);
738
tonemap.exposure = environment_get_exposure(p_render_data->environment);
739
}
740
741
tonemap.use_color_correction = false;
742
tonemap.use_1d_color_correction = false;
743
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
744
tonemap.convert_to_srgb = !using_hdr;
745
746
if (can_use_effects && p_render_data->environment.is_valid()) {
747
tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
748
tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
749
tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
750
tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
751
if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
752
tonemap.use_color_correction = true;
753
tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
754
tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);
755
}
756
}
757
758
tonemap.luminance_multiplier = rb->get_luminance_multiplier();
759
tonemap.view_count = rb->get_view_count();
760
761
RID dest_fb;
762
RD::DataFormat dest_fb_format;
763
if (spatial_upscaler != nullptr || use_smaa) {
764
// If we use a spatial upscaler to upscale or SMAA to antialias we need to write our result into an intermediate buffer.
765
// Note that this is cached so we only create the texture the first time.
766
dest_fb_format = rb->get_base_data_format();
767
RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), dest_fb_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
768
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
769
tonemap.dest_texture_size = rb->get_internal_size();
770
} else {
771
// If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
772
// Target size in this case is lying as we never get our real target size communicated.
773
// Bit nasty but...
774
775
if (dest_is_msaa_2d) {
776
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
777
texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
778
} else {
779
dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
780
}
781
tonemap.dest_texture_size = texture_storage->render_target_get_size(render_target);
782
}
783
784
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
785
if (rb->get_use_debanding() && !using_hdr) {
786
if (!can_use_storage && (use_smaa || spatial_upscaler)) {
787
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;
788
} else if (!(use_smaa || spatial_upscaler)) {
789
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;
790
}
791
}
792
793
if (can_use_storage) {
794
tone_mapper->tonemapper(color_texture, dest_fb, tonemap);
795
} else {
796
tone_mapper->tonemapper_mobile(color_texture, dest_fb, tonemap);
797
}
798
799
RD::get_singleton()->draw_command_end_label();
800
}
801
802
if (use_smaa) {
803
RENDER_TIMESTAMP("SMAA");
804
RD::get_singleton()->draw_command_begin_label("SMAA");
805
806
bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);
807
808
RID dest_fb;
809
if (spatial_upscaler) {
810
rb->create_texture(SNAME("SMAA"), SNAME("destination"), rb->get_base_data_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
811
}
812
if (rb->get_view_count() > 1) {
813
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
814
RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
815
816
RID dest_texture;
817
if (spatial_upscaler) {
818
dest_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);
819
} else {
820
dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
821
}
822
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
823
824
smaa->process(rb, source_texture, dest_fb, rb->get_use_debanding() && !using_hdr);
825
}
826
} else {
827
RID source_texture = rb->get_texture(SNAME("Tonemapper"), SNAME("destination"));
828
829
if (spatial_upscaler) {
830
RID dest_texture = rb->create_texture(SNAME("SMAA"), SNAME("destination"), rb->get_base_data_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
831
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
832
} else {
833
if (dest_is_msaa_2d) {
834
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
835
texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
836
} else {
837
dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
838
}
839
}
840
841
smaa->process(rb, source_texture, dest_fb, rb->get_use_debanding() && !using_hdr);
842
}
843
844
RD::get_singleton()->draw_command_end_label();
845
}
846
847
if (rb.is_valid() && spatial_upscaler) {
848
spatial_upscaler->ensure_context(rb);
849
850
RD::get_singleton()->draw_command_begin_label(spatial_upscaler->get_label());
851
852
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
853
RID source_texture;
854
if (use_smaa) {
855
source_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);
856
} else {
857
source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
858
}
859
RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
860
861
spatial_upscaler->process(rb, source_texture, dest_texture);
862
}
863
864
if (dest_is_msaa_2d) {
865
// We can't upscale directly into our MSAA buffer so we need to do a copy
866
RID source_texture = texture_storage->render_target_get_rd_texture(render_target);
867
RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
868
copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));
869
870
texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
871
}
872
873
RD::get_singleton()->draw_command_end_label();
874
}
875
876
texture_storage->render_target_disable_clear_request(render_target);
877
}
878
879
void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
880
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
881
RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
882
883
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
884
ERR_FAIL_COND(rb.is_null());
885
886
// FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
887
// Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
888
Size2i target_size = rb->get_target_size();
889
bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
890
891
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
892
893
RendererRD::ToneMapper::TonemapSettings tonemap;
894
895
if (p_render_data->environment.is_valid()) {
896
// When we are using RGB10A2 render buffer format, our scene
897
// is limited to a maximum of 2.0. In this case we should limit
898
// the max white of tonemappers, specifically AgX which defaults
899
// to a high white value.
900
bool limit_agx_white = rb->get_base_data_format() == RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
901
902
tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
903
RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(p_render_data->environment, limit_agx_white);
904
tonemap.tonemapper_params[0] = params.tonemapper_params[0];
905
tonemap.tonemapper_params[1] = params.tonemapper_params[1];
906
tonemap.tonemapper_params[2] = params.tonemapper_params[2];
907
tonemap.tonemapper_params[3] = params.tonemapper_params[3];
908
tonemap.exposure = environment_get_exposure(p_render_data->environment);
909
tonemap.white = environment_get_white(p_render_data->environment, limit_agx_white);
910
}
911
912
// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
913
// The problem is that we need to use the result so far and process them before we can
914
// apply this to our results.
915
if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
916
ERR_FAIL_MSG("Glow is not supported when using subpasses.");
917
}
918
919
if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
920
ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
921
}
922
923
bool using_hdr = texture_storage->render_target_is_using_hdr(rb->get_render_target());
924
925
tonemap.use_glow = false;
926
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
927
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
928
tonemap.use_auto_exposure = false;
929
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
930
931
tonemap.use_color_correction = false;
932
tonemap.use_1d_color_correction = false;
933
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
934
tonemap.convert_to_srgb = !using_hdr;
935
936
if (can_use_effects && p_render_data->environment.is_valid()) {
937
tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
938
tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
939
tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
940
tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
941
if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
942
tonemap.use_color_correction = true;
943
tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
944
tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);
945
}
946
}
947
948
tonemap.texture_size = Vector2i(target_size.x, target_size.y);
949
950
tonemap.luminance_multiplier = rb->get_luminance_multiplier();
951
tonemap.view_count = rb->get_view_count();
952
953
if (rb->get_use_debanding()) {
954
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;
955
} else {
956
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
957
}
958
959
tone_mapper->tonemapper_subpass(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
960
961
RD::get_singleton()->draw_command_end_label();
962
}
963
964
void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
965
ERR_FAIL_COND(p_render_data->render_buffers.is_null());
966
967
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
968
texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
969
}
970
971
bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {
972
bool can_use_effects = true;
973
switch (p_debug_draw) {
974
// No debug draw, use camera effects
975
case RS::VIEWPORT_DEBUG_DRAW_DISABLED:
976
can_use_effects = true;
977
break;
978
// Modes that completely override rendering to draw debug information should disable camera effects.
979
case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:
980
case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:
981
case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:
982
case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:
983
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
984
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
985
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
986
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
987
case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:
988
can_use_effects = false;
989
break;
990
// Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.
991
case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:
992
case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:
993
case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:
994
case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:
995
// 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.
996
case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:
997
case RS::VIEWPORT_DEBUG_DRAW_SSAO:
998
case RS::VIEWPORT_DEBUG_DRAW_SSIL:
999
case RS::VIEWPORT_DEBUG_DRAW_SDFGI:
1000
case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:
1001
case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:
1002
can_use_effects = true;
1003
break;
1004
// Other debug draw modes keep camera effects.
1005
case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:
1006
case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:
1007
case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:
1008
case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:
1009
case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:
1010
case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:
1011
case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:
1012
can_use_effects = true;
1013
break;
1014
default:
1015
break;
1016
}
1017
1018
return can_use_effects;
1019
}
1020
1021
void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
1022
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
1023
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1024
1025
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
1026
ERR_FAIL_COND(rb.is_null());
1027
1028
RID render_target = rb->get_render_target();
1029
1030
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
1031
if (p_render_data->shadow_atlas.is_valid()) {
1032
RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
1033
1034
if (shadow_atlas_texture.is_null()) {
1035
shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
1036
}
1037
1038
Size2 rtsize = texture_storage->render_target_get_size(render_target);
1039
copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
1040
}
1041
}
1042
1043
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
1044
if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
1045
RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
1046
Size2i rtsize = texture_storage->render_target_get_size(render_target);
1047
RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
1048
1049
// Determine our display size, try and keep square by using the smallest edge.
1050
Size2i size = 2 * rtsize / 3;
1051
if (size.x < size.y) {
1052
size.y = size.x;
1053
} else if (size.y < size.x) {
1054
size.x = size.y;
1055
}
1056
1057
copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
1058
1059
// Visualize our view frustum to show coverage.
1060
for (int i = 0; i < p_render_data->render_shadow_count; i++) {
1061
RID light = p_render_data->render_shadows[i].light;
1062
RID base = light_storage->light_instance_get_base_light(light);
1063
1064
if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
1065
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));
1066
}
1067
}
1068
}
1069
}
1070
1071
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
1072
RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
1073
1074
if (decal_atlas.is_valid()) {
1075
Size2i rtsize = texture_storage->render_target_get_size(render_target);
1076
1077
copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
1078
}
1079
}
1080
1081
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
1082
RID luminance_texture = luminance->get_current_luminance_buffer(rb);
1083
if (luminance_texture.is_valid()) {
1084
Size2i rtsize = texture_storage->render_target_get_size(render_target);
1085
1086
copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
1087
}
1088
}
1089
1090
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {
1091
Size2 rtsize = texture_storage->render_target_get_size(render_target);
1092
copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
1093
}
1094
1095
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
1096
Size2 rtsize = texture_storage->render_target_get_size(render_target);
1097
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);
1098
}
1099
1100
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
1101
if (p_render_data->occluder_debug_tex.is_valid()) {
1102
Size2i rtsize = texture_storage->render_target_get_size(render_target);
1103
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);
1104
}
1105
}
1106
1107
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
1108
RID velocity = _render_buffers_get_velocity_texture(rb);
1109
RID depth = rb->get_depth_texture();
1110
RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
1111
Size2i resolution = rb->get_internal_size();
1112
1113
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);
1114
}
1115
}
1116
1117
RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
1118
return gi.default_voxel_gi_buffer;
1119
}
1120
1121
RD::DataFormat RendererSceneRenderRD::_render_buffers_get_preferred_color_format() {
1122
return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
1123
}
1124
1125
bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
1126
return true;
1127
}
1128
1129
void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
1130
gi.half_resolution = p_enable;
1131
}
1132
1133
void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
1134
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
1135
1136
if (shadows_quality != p_quality) {
1137
shadows_quality = p_quality;
1138
1139
switch (shadows_quality) {
1140
case RS::SHADOW_QUALITY_HARD: {
1141
penumbra_shadow_samples = 4;
1142
soft_shadow_samples = 0;
1143
shadows_quality_radius = 1.0;
1144
} break;
1145
case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
1146
penumbra_shadow_samples = 4;
1147
soft_shadow_samples = 1;
1148
shadows_quality_radius = 1.5;
1149
} break;
1150
case RS::SHADOW_QUALITY_SOFT_LOW: {
1151
penumbra_shadow_samples = 8;
1152
soft_shadow_samples = 4;
1153
shadows_quality_radius = 2.0;
1154
} break;
1155
case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
1156
penumbra_shadow_samples = 12;
1157
soft_shadow_samples = 8;
1158
shadows_quality_radius = 2.0;
1159
} break;
1160
case RS::SHADOW_QUALITY_SOFT_HIGH: {
1161
penumbra_shadow_samples = 24;
1162
soft_shadow_samples = 16;
1163
shadows_quality_radius = 3.0;
1164
} break;
1165
case RS::SHADOW_QUALITY_SOFT_ULTRA: {
1166
penumbra_shadow_samples = 32;
1167
soft_shadow_samples = 32;
1168
shadows_quality_radius = 4.0;
1169
} break;
1170
case RS::SHADOW_QUALITY_MAX:
1171
break;
1172
}
1173
get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
1174
get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
1175
}
1176
1177
_update_shader_quality_settings();
1178
}
1179
1180
void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
1181
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
1182
1183
if (directional_shadow_quality != p_quality) {
1184
directional_shadow_quality = p_quality;
1185
1186
switch (directional_shadow_quality) {
1187
case RS::SHADOW_QUALITY_HARD: {
1188
directional_penumbra_shadow_samples = 4;
1189
directional_soft_shadow_samples = 0;
1190
directional_shadow_quality_radius = 1.0;
1191
} break;
1192
case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
1193
directional_penumbra_shadow_samples = 4;
1194
directional_soft_shadow_samples = 1;
1195
directional_shadow_quality_radius = 1.5;
1196
} break;
1197
case RS::SHADOW_QUALITY_SOFT_LOW: {
1198
directional_penumbra_shadow_samples = 8;
1199
directional_soft_shadow_samples = 4;
1200
directional_shadow_quality_radius = 2.0;
1201
} break;
1202
case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
1203
directional_penumbra_shadow_samples = 12;
1204
directional_soft_shadow_samples = 8;
1205
directional_shadow_quality_radius = 2.0;
1206
} break;
1207
case RS::SHADOW_QUALITY_SOFT_HIGH: {
1208
directional_penumbra_shadow_samples = 24;
1209
directional_soft_shadow_samples = 16;
1210
directional_shadow_quality_radius = 3.0;
1211
} break;
1212
case RS::SHADOW_QUALITY_SOFT_ULTRA: {
1213
directional_penumbra_shadow_samples = 32;
1214
directional_soft_shadow_samples = 32;
1215
directional_shadow_quality_radius = 4.0;
1216
} break;
1217
case RS::SHADOW_QUALITY_MAX:
1218
break;
1219
}
1220
get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
1221
get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
1222
}
1223
1224
_update_shader_quality_settings();
1225
}
1226
1227
void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
1228
if (decals_filter == p_filter) {
1229
return;
1230
}
1231
decals_filter = p_filter;
1232
_update_shader_quality_settings();
1233
}
1234
void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
1235
if (light_projectors_filter == p_filter) {
1236
return;
1237
}
1238
light_projectors_filter = p_filter;
1239
_update_shader_quality_settings();
1240
}
1241
1242
void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {
1243
if (lightmap_filter_bicubic == p_enable) {
1244
return;
1245
}
1246
lightmap_filter_bicubic = p_enable;
1247
_update_shader_quality_settings();
1248
}
1249
1250
void RendererSceneRenderRD::material_set_use_debanding(bool p_enable) {
1251
material_use_debanding = p_enable;
1252
_update_shader_quality_settings();
1253
}
1254
1255
int RendererSceneRenderRD::get_roughness_layers() const {
1256
return sky.roughness_layers;
1257
}
1258
1259
bool RendererSceneRenderRD::is_using_radiance_octmap_array() const {
1260
return sky.sky_use_octmap_array;
1261
}
1262
1263
void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
1264
if (p_render_buffers.is_null()) {
1265
return;
1266
}
1267
1268
RID render_target = p_render_buffers->get_render_target();
1269
if (render_target.is_null()) {
1270
// must be rendering reflection probes
1271
return;
1272
}
1273
1274
if (vrs) {
1275
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1276
1277
RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
1278
if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
1279
RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
1280
1281
// We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
1282
// our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
1283
// so it needs to be set as our color attachment
1284
1285
Vector<RID> textures;
1286
textures.push_back(vrs_texture);
1287
1288
Vector<RD::FramebufferPass> passes;
1289
RD::FramebufferPass pass;
1290
pass.color_attachments.push_back(0);
1291
passes.push_back(pass);
1292
1293
RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
1294
1295
vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
1296
}
1297
}
1298
}
1299
1300
bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
1301
if (p_render_data->render_buffers.is_valid()) {
1302
if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
1303
return true;
1304
}
1305
}
1306
return false;
1307
}
1308
1309
void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
1310
if (p_render_data->render_buffers.is_valid() && p_use_gi) {
1311
if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
1312
return;
1313
}
1314
1315
Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
1316
sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
1317
}
1318
}
1319
1320
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) {
1321
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
1322
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1323
1324
// getting this here now so we can direct call a bunch of things more easily
1325
ERR_FAIL_COND(p_render_buffers.is_null());
1326
Ref<RenderSceneBuffersRD> rb = p_render_buffers;
1327
ERR_FAIL_COND(rb.is_null());
1328
1329
// setup scene data
1330
RenderSceneDataRD scene_data;
1331
{
1332
// Our first camera is used by default
1333
scene_data.cam_transform = p_camera_data->main_transform;
1334
scene_data.cam_projection = p_camera_data->main_projection;
1335
scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
1336
scene_data.cam_frustum = p_camera_data->is_frustum;
1337
scene_data.camera_visible_layers = p_camera_data->visible_layers;
1338
scene_data.taa_jitter = p_camera_data->taa_jitter;
1339
scene_data.taa_frame_count = p_camera_data->taa_frame_count;
1340
scene_data.main_cam_transform = p_camera_data->main_transform;
1341
scene_data.flip_y = !p_reflection_probe.is_valid();
1342
1343
scene_data.view_count = p_camera_data->view_count;
1344
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
1345
scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
1346
scene_data.view_projection[v] = p_camera_data->view_projection[v];
1347
}
1348
1349
scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
1350
scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
1351
scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
1352
1353
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
1354
scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
1355
}
1356
1357
scene_data.z_near = p_camera_data->main_projection.get_z_near();
1358
scene_data.z_far = p_camera_data->main_projection.get_z_far();
1359
1360
// this should be the same for all cameras..
1361
const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
1362
1363
// Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
1364
// degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
1365
const float scaling_3d_scale = GLOBAL_GET_CACHED(float, "rendering/scaling_3d/scale");
1366
scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
1367
1368
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
1369
scene_data.screen_mesh_lod_threshold = 0.0;
1370
} else {
1371
scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
1372
}
1373
1374
if (p_shadow_atlas.is_valid()) {
1375
int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
1376
scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
1377
scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
1378
}
1379
{
1380
int directional_shadow_size = light_storage->directional_shadow_get_size();
1381
scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
1382
scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
1383
}
1384
1385
if (p_environment.is_valid()) {
1386
RID sky_rid = environment_get_sky(p_environment);
1387
if (sky_rid.is_valid()) {
1388
int radiance_size = sky.sky_get_radiance_size(sky_rid);
1389
scene_data.radiance_pixel_size = 1.0f / radiance_size;
1390
float uv_border_size = sky.sky_get_uv_border_size(sky_rid);
1391
scene_data.radiance_border_size = uv_border_size;
1392
}
1393
}
1394
1395
if (p_reflection_atlas.is_valid()) {
1396
float border_size = light_storage->reflection_atlas_get_border_size(p_reflection_atlas);
1397
scene_data.reflection_atlas_border_size.x = border_size;
1398
scene_data.reflection_atlas_border_size.y = 1.0f - border_size * 2.0;
1399
}
1400
1401
scene_data.time = time;
1402
scene_data.time_step = time_step;
1403
}
1404
1405
//assign render data
1406
RenderDataRD render_data;
1407
{
1408
render_data.render_buffers = rb;
1409
render_data.scene_data = &scene_data;
1410
1411
render_data.instances = &p_instances;
1412
render_data.lights = &p_lights;
1413
render_data.reflection_probes = &p_reflection_probes;
1414
render_data.voxel_gi_instances = &p_voxel_gi_instances;
1415
render_data.decals = &p_decals;
1416
render_data.lightmaps = &p_lightmaps;
1417
render_data.fog_volumes = &p_fog_volumes;
1418
render_data.environment = p_environment;
1419
render_data.compositor = p_compositor;
1420
render_data.camera_attributes = p_camera_attributes;
1421
render_data.shadow_atlas = p_shadow_atlas;
1422
render_data.occluder_debug_tex = p_occluder_debug_tex;
1423
render_data.reflection_atlas = p_reflection_atlas;
1424
render_data.reflection_probe = p_reflection_probe;
1425
render_data.reflection_probe_pass = p_reflection_probe_pass;
1426
1427
render_data.render_shadows = p_render_shadows;
1428
render_data.render_shadow_count = p_render_shadow_count;
1429
render_data.render_sdfgi_regions = p_render_sdfgi_regions;
1430
render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
1431
render_data.sdfgi_update_data = p_sdfgi_update_data;
1432
1433
render_data.render_info = r_render_info;
1434
1435
if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
1436
render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());
1437
render_data.render_region = texture_storage->render_target_get_render_region(rb->get_render_target());
1438
}
1439
}
1440
1441
PagedArray<RID> empty;
1442
1443
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
1444
render_data.lights = &empty;
1445
render_data.reflection_probes = &empty;
1446
render_data.voxel_gi_instances = &empty;
1447
render_data.lightmaps = &empty;
1448
}
1449
1450
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
1451
get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
1452
get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
1453
get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
1454
render_data.decals = &empty;
1455
}
1456
1457
Color clear_color;
1458
if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
1459
clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
1460
} else {
1461
clear_color = RSG::texture_storage->get_default_clear_color();
1462
}
1463
1464
//calls _pre_opaque_render between depth pre-pass and opaque pass
1465
_render_scene(&render_data, clear_color);
1466
}
1467
1468
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) {
1469
_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
1470
}
1471
1472
void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
1473
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
1474
1475
ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
1476
Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
1477
Projection cm;
1478
cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
1479
1480
Vector3 cam_pos = p_transform.origin;
1481
cam_pos.y += extents.y;
1482
1483
Transform3D cam_xform;
1484
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());
1485
1486
RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
1487
1488
_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
1489
}
1490
1491
bool RendererSceneRenderRD::free(RID p_rid) {
1492
if (is_environment(p_rid)) {
1493
environment_free(p_rid);
1494
} else if (is_compositor(p_rid)) {
1495
compositor_free(p_rid);
1496
} else if (is_compositor_effect(p_rid)) {
1497
compositor_effect_free(p_rid);
1498
} else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
1499
RSG::camera_attributes->camera_attributes_free(p_rid);
1500
} else if (gi.voxel_gi_instance_owns(p_rid)) {
1501
gi.voxel_gi_instance_free(p_rid);
1502
} else if (sky.sky_owner.owns(p_rid)) {
1503
sky.update_dirty_skys();
1504
sky.free_sky(p_rid);
1505
} else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
1506
RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
1507
} else {
1508
return false;
1509
}
1510
1511
return true;
1512
}
1513
1514
void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
1515
debug_draw = p_debug_draw;
1516
}
1517
1518
void RendererSceneRenderRD::update() {
1519
sky.update_dirty_skys();
1520
}
1521
1522
void RendererSceneRenderRD::set_time(double p_time, double p_step) {
1523
time = p_time;
1524
time_step = p_step;
1525
}
1526
1527
void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
1528
screen_space_roughness_limiter = p_enable;
1529
screen_space_roughness_limiter_amount = p_amount;
1530
screen_space_roughness_limiter_limit = p_limit;
1531
}
1532
1533
bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
1534
return screen_space_roughness_limiter;
1535
}
1536
1537
float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
1538
return screen_space_roughness_limiter_amount;
1539
}
1540
1541
float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
1542
return screen_space_roughness_limiter_limit;
1543
}
1544
1545
TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
1546
ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
1547
ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
1548
RD::TextureFormat tf;
1549
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
1550
tf.width = p_image_size.width; // Always 64x64
1551
tf.height = p_image_size.height;
1552
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
1553
1554
RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1555
RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1556
RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1557
1558
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
1559
RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1560
1561
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
1562
RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1563
1564
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
1565
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;
1566
RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1567
1568
Vector<RID> fb_tex;
1569
fb_tex.push_back(albedo_alpha_tex);
1570
fb_tex.push_back(normal_tex);
1571
fb_tex.push_back(orm_tex);
1572
fb_tex.push_back(emission_tex);
1573
fb_tex.push_back(depth_write_tex);
1574
fb_tex.push_back(depth_tex);
1575
1576
RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
1577
1578
//RID sampled_light;
1579
1580
RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
1581
ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
1582
1583
uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
1584
Vector<RID> materials;
1585
materials.resize(sc);
1586
1587
for (uint32_t i = 0; i < sc; i++) {
1588
if (i < (uint32_t)p_material_overrides.size()) {
1589
materials.write[i] = p_material_overrides[i];
1590
}
1591
}
1592
1593
gi_inst->set_surface_materials(materials);
1594
1595
if (cull_argument.size() == 0) {
1596
cull_argument.push_back(nullptr);
1597
}
1598
cull_argument[0] = gi_inst;
1599
_render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
1600
1601
geometry_instance_free(gi_inst);
1602
1603
TypedArray<Image> ret;
1604
1605
{
1606
PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
1607
Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
1608
RD::get_singleton()->free_rid(albedo_alpha_tex);
1609
ret.push_back(img);
1610
}
1611
1612
{
1613
PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
1614
Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
1615
RD::get_singleton()->free_rid(normal_tex);
1616
ret.push_back(img);
1617
}
1618
1619
{
1620
PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
1621
Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
1622
RD::get_singleton()->free_rid(orm_tex);
1623
ret.push_back(img);
1624
}
1625
1626
{
1627
PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
1628
Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
1629
RD::get_singleton()->free_rid(emission_tex);
1630
ret.push_back(img);
1631
}
1632
1633
RD::get_singleton()->free_rid(depth_write_tex);
1634
RD::get_singleton()->free_rid(depth_tex);
1635
1636
return ret;
1637
}
1638
1639
void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
1640
gi.sdfgi_debug_probe_pos = p_position;
1641
gi.sdfgi_debug_probe_dir = p_dir;
1642
}
1643
1644
RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
1645
1646
bool RendererSceneRenderRD::is_vrs_supported() const {
1647
return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
1648
}
1649
1650
bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
1651
// usable by default (unless low end = true)
1652
return true;
1653
}
1654
1655
bool RendererSceneRenderRD::is_volumetric_supported() const {
1656
// usable by default (unless low end = true)
1657
return true;
1658
}
1659
1660
uint32_t RendererSceneRenderRD::get_max_elements() const {
1661
return GLOBAL_GET_CACHED(uint32_t, "rendering/limits/cluster_builder/max_clustered_elements");
1662
}
1663
1664
RendererSceneRenderRD::RendererSceneRenderRD() {
1665
singleton = this;
1666
}
1667
1668
void RendererSceneRenderRD::init() {
1669
max_cluster_elements = get_max_elements();
1670
RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
1671
1672
/* Forward ID */
1673
forward_id_storage = create_forward_id_storage();
1674
1675
/* Register the include files we make available by default to our users */
1676
{
1677
ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
1678
ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
1679
ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
1680
}
1681
1682
/* SKY SHADER */
1683
1684
sky.init();
1685
1686
/* GI */
1687
1688
if (is_dynamic_gi_supported()) {
1689
gi.init(&sky);
1690
}
1691
1692
{ //decals
1693
RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
1694
}
1695
1696
{ //lights
1697
}
1698
1699
if (is_volumetric_supported()) {
1700
RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_octmap_array());
1701
}
1702
1703
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"))));
1704
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"));
1705
use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
1706
1707
screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
1708
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
1709
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
1710
glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
1711
1712
directional_penumbra_shadow_kernel = memnew_arr(float, 128);
1713
directional_soft_shadow_kernel = memnew_arr(float, 128);
1714
penumbra_shadow_kernel = memnew_arr(float, 128);
1715
soft_shadow_kernel = memnew_arr(float, 128);
1716
positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
1717
directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
1718
1719
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
1720
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
1721
1722
decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
1723
light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
1724
lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
1725
material_set_use_debanding(GLOBAL_GET("rendering/anti_aliasing/quality/use_debanding"));
1726
1727
cull_argument.set_page_pool(&cull_argument_pool);
1728
1729
bool can_use_storage = _render_buffers_can_be_storage();
1730
bool can_use_vrs = is_vrs_supported();
1731
BitField<RendererRD::CopyEffects::RasterEffects> raster_effects = {};
1732
if (!can_use_storage) {
1733
raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_COPY);
1734
raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_GAUSSIAN_BLUR);
1735
1736
// This path can be used to redirect certain devices to use the raster version of the effect, either due to performance, lack of capabilities, or driver errors.
1737
bool use_raster_for_octmaps = false;
1738
1739
// Some devices may not support the A2B10G10R10 format as a storage image on the Mobile renderer.
1740
if (!RD::get_singleton()->texture_is_format_supported_for_usage(_render_buffers_get_preferred_color_format(), RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT)) {
1741
use_raster_for_octmaps = true;
1742
}
1743
1744
if (use_raster_for_octmaps) {
1745
raster_effects.set_flag(RendererRD::CopyEffects::RASTER_EFFECT_OCTMAP);
1746
}
1747
}
1748
1749
bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
1750
copy_effects = memnew(RendererRD::CopyEffects(raster_effects));
1751
debug_effects = memnew(RendererRD::DebugEffects);
1752
luminance = memnew(RendererRD::Luminance(!can_use_storage));
1753
smaa = memnew(RendererRD::SMAA);
1754
tone_mapper = memnew(RendererRD::ToneMapper(!can_use_storage));
1755
if (can_use_vrs) {
1756
vrs = memnew(RendererRD::VRS);
1757
}
1758
if (can_use_storage) {
1759
fsr = memnew(RendererRD::FSR);
1760
}
1761
#ifdef METAL_ENABLED
1762
mfx_spatial = memnew(RendererRD::MFXSpatialEffect);
1763
#endif
1764
resolve_effects = memnew(RendererRD::Resolve(!can_use_storage));
1765
}
1766
1767
RendererSceneRenderRD::~RendererSceneRenderRD() {
1768
if (forward_id_storage) {
1769
memdelete(forward_id_storage);
1770
}
1771
1772
if (bokeh_dof) {
1773
memdelete(bokeh_dof);
1774
}
1775
if (copy_effects) {
1776
memdelete(copy_effects);
1777
}
1778
if (debug_effects) {
1779
memdelete(debug_effects);
1780
}
1781
if (luminance) {
1782
memdelete(luminance);
1783
}
1784
if (smaa) {
1785
memdelete(smaa);
1786
}
1787
if (tone_mapper) {
1788
memdelete(tone_mapper);
1789
}
1790
if (vrs) {
1791
memdelete(vrs);
1792
}
1793
if (fsr) {
1794
memdelete(fsr);
1795
}
1796
#ifdef METAL_ENABLED
1797
if (mfx_spatial) {
1798
memdelete(mfx_spatial);
1799
}
1800
#endif
1801
1802
if (resolve_effects) {
1803
memdelete(resolve_effects);
1804
}
1805
1806
if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
1807
RD::get_singleton()->free_rid(sky.sky_scene_state.uniform_set);
1808
}
1809
1810
if (is_dynamic_gi_supported()) {
1811
gi.free();
1812
}
1813
1814
if (is_volumetric_supported()) {
1815
RendererRD::Fog::get_singleton()->free_fog_shader();
1816
}
1817
1818
memdelete_arr(directional_penumbra_shadow_kernel);
1819
memdelete_arr(directional_soft_shadow_kernel);
1820
memdelete_arr(penumbra_shadow_kernel);
1821
memdelete_arr(soft_shadow_kernel);
1822
1823
RSG::light_storage->directional_shadow_atlas_set_size(0);
1824
cull_argument.reset(); //avoid exit error
1825
}
1826
1827