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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_cube_map = 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_cube_map = (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_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
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}
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use_cube_map = use_cube_map || (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_cube_map) {
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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_base_data_format(_render_buffers_get_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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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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rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
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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.
408
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());
418
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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();
427
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) {
433
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));
442
}
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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();
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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...
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can_use_effects &= _debug_draw_can_use_effects(debug_draw);
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bool can_use_storage = _render_buffers_can_be_storage();
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RS::ViewportScaling3DMode scale_mode = rb->get_scaling_3d_mode();
467
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);
468
SpatialUpscaler *spatial_upscaler = nullptr;
469
if (can_use_effects) {
470
if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
471
spatial_upscaler = fsr;
472
} else if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {
473
#if METAL_ENABLED
474
spatial_upscaler = mfx_spatial;
475
#endif
476
}
477
}
478
479
bool use_smaa = smaa && rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_SMAA;
480
481
RID render_target = rb->get_render_target();
482
RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();
483
Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();
484
485
bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;
486
487
bool using_dof = RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes);
488
489
if (using_dof && p_render_data->transparent_bg) {
490
WARN_PRINT_ONCE("Depth of field is not supported in viewports with a transparent background. Disabling DoF in transparent viewport.");
491
using_dof = false;
492
}
493
494
if (can_use_effects && using_dof) {
495
RENDER_TIMESTAMP("Depth of Field");
496
RD::get_singleton()->draw_command_begin_label("DOF");
497
498
rb->allocate_blur_textures();
499
500
RendererRD::BokehDOF::BokehBuffers buffers;
501
502
// Textures we use
503
buffers.base_texture_size = color_size;
504
buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
505
buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
506
buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
507
508
if (can_use_storage) {
509
for (uint32_t i = 0; i < rb->get_view_count(); i++) {
510
buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
511
buffers.depth_texture = rb->get_depth_texture(i);
512
513
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
514
float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
515
float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
516
bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
517
};
518
} else {
519
// Set framebuffers.
520
buffers.secondary_fb = rb->weight_buffers[1].fb;
521
buffers.half_fb[0] = rb->weight_buffers[2].fb;
522
buffers.half_fb[1] = rb->weight_buffers[3].fb;
523
buffers.weight_texture[0] = rb->weight_buffers[0].weight;
524
buffers.weight_texture[1] = rb->weight_buffers[1].weight;
525
buffers.weight_texture[2] = rb->weight_buffers[2].weight;
526
buffers.weight_texture[3] = rb->weight_buffers[3].weight;
527
528
// Set weight buffers.
529
buffers.base_weight_fb = rb->weight_buffers[0].fb;
530
531
for (uint32_t i = 0; i < rb->get_view_count(); i++) {
532
buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
533
buffers.depth_texture = p_use_msaa ? rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, i, 0) : rb->get_depth_texture(i);
534
buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
535
536
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
537
float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
538
float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
539
bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
540
}
541
}
542
RD::get_singleton()->draw_command_end_label();
543
}
544
545
float auto_exposure_scale = 1.0;
546
547
if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
548
RENDER_TIMESTAMP("Auto exposure");
549
550
RD::get_singleton()->draw_command_begin_label("Auto Exposure");
551
552
Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
553
554
uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
555
bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
556
rb->set_auto_exposure_version(auto_exposure_version);
557
558
double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
559
float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
560
float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
561
luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
562
563
// Swap final reduce with prev luminance.
564
565
auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
566
567
RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
568
RD::get_singleton()->draw_command_end_label();
569
}
570
571
int max_glow_level = -1;
572
573
if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
574
RENDER_TIMESTAMP("Glow");
575
RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
576
577
rb->allocate_blur_textures();
578
579
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
580
if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
581
int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
582
if (i >= mipmaps) {
583
max_glow_level = mipmaps - 1;
584
} else {
585
max_glow_level = i;
586
}
587
}
588
}
589
590
float luminance_multiplier = _render_buffers_get_luminance_multiplier();
591
for (uint32_t l = 0; l < rb->get_view_count(); l++) {
592
for (int i = 0; i < (max_glow_level + 1); i++) {
593
Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
594
595
if (i == 0) {
596
RID luminance_texture;
597
if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
598
luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
599
}
600
RID source = rb->get_internal_texture(l);
601
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
602
if (can_use_storage) {
603
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);
604
} else {
605
RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
606
copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
607
}
608
} else {
609
RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
610
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
611
612
if (can_use_storage) {
613
copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
614
} else {
615
RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
616
copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
617
}
618
}
619
}
620
}
621
622
RD::get_singleton()->draw_command_end_label();
623
}
624
625
{
626
RENDER_TIMESTAMP("Tonemap");
627
RD::get_singleton()->draw_command_begin_label("Tonemap");
628
629
RendererRD::ToneMapper::TonemapSettings tonemap;
630
631
bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);
632
633
tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
634
if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
635
tonemap.use_auto_exposure = true;
636
tonemap.auto_exposure_scale = auto_exposure_scale;
637
} else {
638
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
639
}
640
641
if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
642
tonemap.use_glow = true;
643
tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
644
tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
645
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
646
tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
647
}
648
649
Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
650
tonemap.glow_texture_size.x = msize.width;
651
tonemap.glow_texture_size.y = msize.height;
652
tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
653
tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
654
if (environment_get_glow_map(p_render_data->environment).is_valid()) {
655
tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
656
tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
657
} else {
658
tonemap.glow_map_strength = 0.0f;
659
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
660
}
661
662
} else {
663
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
664
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
665
}
666
667
if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
668
tonemap.use_fxaa = true;
669
}
670
671
tonemap.texture_size = Vector2i(color_size.x, color_size.y);
672
673
if (p_render_data->environment.is_valid()) {
674
tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
675
tonemap.white = environment_get_white(p_render_data->environment);
676
tonemap.exposure = environment_get_exposure(p_render_data->environment);
677
}
678
679
tonemap.use_color_correction = false;
680
tonemap.use_1d_color_correction = false;
681
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
682
tonemap.convert_to_srgb = !using_hdr;
683
684
if (can_use_effects && p_render_data->environment.is_valid()) {
685
tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
686
tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
687
tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
688
tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
689
if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
690
tonemap.use_color_correction = true;
691
tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
692
tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);
693
}
694
}
695
696
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
697
tonemap.view_count = rb->get_view_count();
698
699
RID dest_fb;
700
RD::DataFormat dest_fb_format;
701
RD::DataFormat format_for_debanding;
702
if (spatial_upscaler != nullptr || use_smaa) {
703
// If we use a spatial upscaler to upscale or SMAA to antialias we need to write our result into an intermediate buffer.
704
// Note that this is cached so we only create the texture the first time.
705
dest_fb_format = _render_buffers_get_color_format();
706
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);
707
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
708
if (use_smaa) {
709
format_for_debanding = dest_fb_format;
710
} else {
711
// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.
712
// This produces suboptimal results because the image will be modified by spatial upscaling after
713
// debanding has been applied. Ideally, debanding should be applied as the final step before quantization
714
// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new
715
// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.
716
// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.
717
format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);
718
}
719
} else {
720
// If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
721
// Target size in this case is lying as we never get our real target size communicated.
722
// Bit nasty but...
723
724
if (dest_is_msaa_2d) {
725
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
726
// Assume that the DataFormat of render_target_get_rd_texture_msaa is the same as render_target_get_color_format.
727
format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);
728
texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
729
} else {
730
dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
731
// Assume that the DataFormat of render_target_get_rd_framebuffer is the same as render_target_get_color_format.
732
format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);
733
}
734
}
735
736
if (rb->get_use_debanding()) {
737
if (_is_8bit_data_format(format_for_debanding)) {
738
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;
739
} else if (_is_10bit_data_format(format_for_debanding)) {
740
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;
741
} else {
742
// In this case, debanding will be handled later when quantizing to an integer data format. (During blit or SMAA, for example.)
743
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
744
}
745
} else {
746
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
747
}
748
749
tone_mapper->tonemapper(color_texture, dest_fb, tonemap);
750
751
RD::get_singleton()->draw_command_end_label();
752
}
753
754
if (use_smaa) {
755
RENDER_TIMESTAMP("SMAA");
756
RD::get_singleton()->draw_command_begin_label("SMAA");
757
758
bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);
759
RID dest_fb;
760
if (spatial_upscaler) {
761
rb->create_texture(SNAME("SMAA"), SNAME("destination"), _render_buffers_get_color_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);
762
}
763
if (rb->get_view_count() > 1) {
764
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
765
RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
766
767
RID dest_texture;
768
RD::DataFormat format_for_debanding;
769
if (spatial_upscaler) {
770
dest_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);
771
// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.
772
// This produces suboptimal results because the image will be modified by spatial upscaling after
773
// debanding has been applied. Ideally, debanding should be applied as the final step before quantization
774
// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new
775
// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.
776
// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.
777
format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
778
} else {
779
dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
780
// Assume that the DataFormat is the same as render_target_get_color_format.
781
format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
782
}
783
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
784
785
if (rb->get_use_debanding()) {
786
if (_is_8bit_data_format(format_for_debanding)) {
787
smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_8_BIT;
788
} else if (_is_10bit_data_format(format_for_debanding)) {
789
smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_10_BIT;
790
} else {
791
// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)
792
smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;
793
}
794
} else {
795
smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;
796
}
797
798
smaa->process(rb, source_texture, dest_fb);
799
}
800
} else {
801
RID source_texture = rb->get_texture(SNAME("Tonemapper"), SNAME("destination"));
802
RD::DataFormat format_for_debanding;
803
804
if (spatial_upscaler) {
805
RID dest_texture = rb->create_texture(SNAME("SMAA"), SNAME("destination"), _render_buffers_get_color_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);
806
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
807
// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.
808
// This produces suboptimal results because the image will be modified by spatial upscaling after
809
// debanding has been applied. Ideally, debanding should be applied as the final step before quantization
810
// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new
811
// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.
812
// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.
813
format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
814
} else {
815
if (dest_is_msaa_2d) {
816
dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
817
// Assume that the DataFormat of render_target_get_rd_texture_msaa is the same as render_target_get_color_format.
818
format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
819
texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
820
} else {
821
dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
822
// Assume that the DataFormat of render_target_get_rd_framebuffer is the same as render_target_get_color_format.
823
format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);
824
}
825
}
826
827
if (rb->get_use_debanding()) {
828
if (_is_8bit_data_format(format_for_debanding)) {
829
smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_8_BIT;
830
} else if (_is_10bit_data_format(format_for_debanding)) {
831
smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_10_BIT;
832
} else {
833
// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)
834
smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;
835
}
836
} else {
837
smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;
838
}
839
840
smaa->process(rb, source_texture, dest_fb);
841
}
842
843
RD::get_singleton()->draw_command_end_label();
844
}
845
846
if (rb.is_valid() && spatial_upscaler) {
847
spatial_upscaler->ensure_context(rb);
848
849
RD::get_singleton()->draw_command_begin_label(spatial_upscaler->get_label());
850
851
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
852
RID source_texture;
853
if (use_smaa) {
854
source_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);
855
} else {
856
source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
857
}
858
RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
859
860
spatial_upscaler->process(rb, source_texture, dest_texture);
861
}
862
863
if (dest_is_msaa_2d) {
864
// We can't upscale directly into our MSAA buffer so we need to do a copy
865
RID source_texture = texture_storage->render_target_get_rd_texture(render_target);
866
RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));
867
copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));
868
869
texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.
870
}
871
872
RD::get_singleton()->draw_command_end_label();
873
}
874
875
texture_storage->render_target_disable_clear_request(render_target);
876
}
877
878
void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
879
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
880
RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
881
882
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
883
ERR_FAIL_COND(rb.is_null());
884
885
// FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
886
// Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
887
Size2i target_size = rb->get_target_size();
888
bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
889
890
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
891
892
RendererRD::ToneMapper::TonemapSettings tonemap;
893
894
if (p_render_data->environment.is_valid()) {
895
tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
896
tonemap.exposure = environment_get_exposure(p_render_data->environment);
897
tonemap.white = environment_get_white(p_render_data->environment);
898
}
899
900
// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
901
// The problem is that we need to use the result so far and process them before we can
902
// apply this to our results.
903
if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
904
ERR_FAIL_MSG("Glow is not supported when using subpasses.");
905
}
906
907
if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
908
ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
909
}
910
911
bool using_hdr = texture_storage->render_target_is_using_hdr(rb->get_render_target());
912
913
tonemap.use_glow = false;
914
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
915
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
916
tonemap.use_auto_exposure = false;
917
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
918
919
tonemap.use_color_correction = false;
920
tonemap.use_1d_color_correction = false;
921
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
922
tonemap.convert_to_srgb = !using_hdr;
923
924
if (can_use_effects && p_render_data->environment.is_valid()) {
925
tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
926
tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
927
tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
928
tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
929
if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
930
tonemap.use_color_correction = true;
931
tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
932
tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);
933
}
934
}
935
936
tonemap.texture_size = Vector2i(target_size.x, target_size.y);
937
938
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
939
tonemap.view_count = rb->get_view_count();
940
941
if (rb->get_use_debanding()) {
942
// Assume that the DataFormat of p_framebuffer is the same as render_target_get_color_format.
943
RD::DataFormat dest_fb_format = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);
944
if (dest_fb_format >= RD::DATA_FORMAT_R8_UNORM && dest_fb_format <= RD::DATA_FORMAT_A8B8G8R8_SRGB_PACK32) {
945
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;
946
} else if (dest_fb_format >= RD::DATA_FORMAT_A2R10G10B10_UNORM_PACK32 && dest_fb_format <= RD::DATA_FORMAT_A2B10G10R10_SINT_PACK32) {
947
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;
948
} else {
949
// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)
950
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
951
}
952
} else {
953
tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;
954
}
955
956
tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
957
958
RD::get_singleton()->draw_command_end_label();
959
}
960
961
void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
962
ERR_FAIL_COND(p_render_data->render_buffers.is_null());
963
964
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
965
texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
966
}
967
968
bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {
969
bool can_use_effects = true;
970
switch (p_debug_draw) {
971
// No debug draw, use camera effects
972
case RS::VIEWPORT_DEBUG_DRAW_DISABLED:
973
can_use_effects = true;
974
break;
975
// Modes that completely override rendering to draw debug information should disable camera effects.
976
case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:
977
case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:
978
case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:
979
case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:
980
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
981
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
982
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
983
case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
984
case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:
985
can_use_effects = false;
986
break;
987
// Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.
988
case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:
989
case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:
990
case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:
991
case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:
992
// 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.
993
case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:
994
case RS::VIEWPORT_DEBUG_DRAW_SSAO:
995
case RS::VIEWPORT_DEBUG_DRAW_SSIL:
996
case RS::VIEWPORT_DEBUG_DRAW_SDFGI:
997
case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:
998
case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:
999
can_use_effects = true;
1000
break;
1001
// Other debug draw modes keep camera effects.
1002
case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:
1003
case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:
1004
case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:
1005
case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:
1006
case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:
1007
case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:
1008
case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:
1009
can_use_effects = true;
1010
break;
1011
default:
1012
break;
1013
}
1014
1015
return can_use_effects;
1016
}
1017
1018
void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
1019
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
1020
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1021
1022
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
1023
ERR_FAIL_COND(rb.is_null());
1024
1025
RID render_target = rb->get_render_target();
1026
1027
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
1028
if (p_render_data->shadow_atlas.is_valid()) {
1029
RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
1030
1031
if (shadow_atlas_texture.is_null()) {
1032
shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
1033
}
1034
1035
Size2 rtsize = texture_storage->render_target_get_size(render_target);
1036
copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
1037
}
1038
}
1039
1040
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
1041
if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
1042
RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
1043
Size2i rtsize = texture_storage->render_target_get_size(render_target);
1044
RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
1045
1046
// Determine our display size, try and keep square by using the smallest edge.
1047
Size2i size = 2 * rtsize / 3;
1048
if (size.x < size.y) {
1049
size.y = size.x;
1050
} else if (size.y < size.x) {
1051
size.x = size.y;
1052
}
1053
1054
copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
1055
1056
// Visualize our view frustum to show coverage.
1057
for (int i = 0; i < p_render_data->render_shadow_count; i++) {
1058
RID light = p_render_data->render_shadows[i].light;
1059
RID base = light_storage->light_instance_get_base_light(light);
1060
1061
if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
1062
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));
1063
}
1064
}
1065
}
1066
}
1067
1068
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
1069
RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
1070
1071
if (decal_atlas.is_valid()) {
1072
Size2i rtsize = texture_storage->render_target_get_size(render_target);
1073
1074
copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
1075
}
1076
}
1077
1078
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
1079
RID luminance_texture = luminance->get_current_luminance_buffer(rb);
1080
if (luminance_texture.is_valid()) {
1081
Size2i rtsize = texture_storage->render_target_get_size(render_target);
1082
1083
copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
1084
}
1085
}
1086
1087
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {
1088
Size2 rtsize = texture_storage->render_target_get_size(render_target);
1089
copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
1090
}
1091
1092
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
1093
Size2 rtsize = texture_storage->render_target_get_size(render_target);
1094
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);
1095
}
1096
1097
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
1098
if (p_render_data->occluder_debug_tex.is_valid()) {
1099
Size2i rtsize = texture_storage->render_target_get_size(render_target);
1100
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);
1101
}
1102
}
1103
1104
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
1105
RID velocity = _render_buffers_get_velocity_texture(rb);
1106
RID depth = rb->get_depth_texture();
1107
RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
1108
Size2i resolution = rb->get_internal_size();
1109
1110
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);
1111
}
1112
}
1113
1114
RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
1115
return gi.default_voxel_gi_buffer;
1116
}
1117
1118
float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
1119
return 1.0;
1120
}
1121
1122
RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
1123
return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
1124
}
1125
1126
bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
1127
return true;
1128
}
1129
1130
void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
1131
gi.half_resolution = p_enable;
1132
}
1133
1134
void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
1135
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
1136
1137
if (shadows_quality != p_quality) {
1138
shadows_quality = p_quality;
1139
1140
switch (shadows_quality) {
1141
case RS::SHADOW_QUALITY_HARD: {
1142
penumbra_shadow_samples = 4;
1143
soft_shadow_samples = 0;
1144
shadows_quality_radius = 1.0;
1145
} break;
1146
case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
1147
penumbra_shadow_samples = 4;
1148
soft_shadow_samples = 1;
1149
shadows_quality_radius = 1.5;
1150
} break;
1151
case RS::SHADOW_QUALITY_SOFT_LOW: {
1152
penumbra_shadow_samples = 8;
1153
soft_shadow_samples = 4;
1154
shadows_quality_radius = 2.0;
1155
} break;
1156
case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
1157
penumbra_shadow_samples = 12;
1158
soft_shadow_samples = 8;
1159
shadows_quality_radius = 2.0;
1160
} break;
1161
case RS::SHADOW_QUALITY_SOFT_HIGH: {
1162
penumbra_shadow_samples = 24;
1163
soft_shadow_samples = 16;
1164
shadows_quality_radius = 3.0;
1165
} break;
1166
case RS::SHADOW_QUALITY_SOFT_ULTRA: {
1167
penumbra_shadow_samples = 32;
1168
soft_shadow_samples = 32;
1169
shadows_quality_radius = 4.0;
1170
} break;
1171
case RS::SHADOW_QUALITY_MAX:
1172
break;
1173
}
1174
get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
1175
get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
1176
}
1177
1178
_update_shader_quality_settings();
1179
}
1180
1181
void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
1182
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
1183
1184
if (directional_shadow_quality != p_quality) {
1185
directional_shadow_quality = p_quality;
1186
1187
switch (directional_shadow_quality) {
1188
case RS::SHADOW_QUALITY_HARD: {
1189
directional_penumbra_shadow_samples = 4;
1190
directional_soft_shadow_samples = 0;
1191
directional_shadow_quality_radius = 1.0;
1192
} break;
1193
case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
1194
directional_penumbra_shadow_samples = 4;
1195
directional_soft_shadow_samples = 1;
1196
directional_shadow_quality_radius = 1.5;
1197
} break;
1198
case RS::SHADOW_QUALITY_SOFT_LOW: {
1199
directional_penumbra_shadow_samples = 8;
1200
directional_soft_shadow_samples = 4;
1201
directional_shadow_quality_radius = 2.0;
1202
} break;
1203
case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
1204
directional_penumbra_shadow_samples = 12;
1205
directional_soft_shadow_samples = 8;
1206
directional_shadow_quality_radius = 2.0;
1207
} break;
1208
case RS::SHADOW_QUALITY_SOFT_HIGH: {
1209
directional_penumbra_shadow_samples = 24;
1210
directional_soft_shadow_samples = 16;
1211
directional_shadow_quality_radius = 3.0;
1212
} break;
1213
case RS::SHADOW_QUALITY_SOFT_ULTRA: {
1214
directional_penumbra_shadow_samples = 32;
1215
directional_soft_shadow_samples = 32;
1216
directional_shadow_quality_radius = 4.0;
1217
} break;
1218
case RS::SHADOW_QUALITY_MAX:
1219
break;
1220
}
1221
get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
1222
get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
1223
}
1224
1225
_update_shader_quality_settings();
1226
}
1227
1228
void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
1229
if (decals_filter == p_filter) {
1230
return;
1231
}
1232
decals_filter = p_filter;
1233
_update_shader_quality_settings();
1234
}
1235
void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
1236
if (light_projectors_filter == p_filter) {
1237
return;
1238
}
1239
light_projectors_filter = p_filter;
1240
_update_shader_quality_settings();
1241
}
1242
1243
void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {
1244
if (lightmap_filter_bicubic == p_enable) {
1245
return;
1246
}
1247
lightmap_filter_bicubic = p_enable;
1248
_update_shader_quality_settings();
1249
}
1250
1251
int RendererSceneRenderRD::get_roughness_layers() const {
1252
return sky.roughness_layers;
1253
}
1254
1255
bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
1256
return sky.sky_use_cubemap_array;
1257
}
1258
1259
void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
1260
if (p_render_buffers.is_null()) {
1261
return;
1262
}
1263
1264
RID render_target = p_render_buffers->get_render_target();
1265
if (render_target.is_null()) {
1266
// must be rendering reflection probes
1267
return;
1268
}
1269
1270
if (vrs) {
1271
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1272
1273
RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
1274
if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
1275
RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
1276
1277
// We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
1278
// our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
1279
// so it needs to be set as our color attachment
1280
1281
Vector<RID> textures;
1282
textures.push_back(vrs_texture);
1283
1284
Vector<RD::FramebufferPass> passes;
1285
RD::FramebufferPass pass;
1286
pass.color_attachments.push_back(0);
1287
passes.push_back(pass);
1288
1289
RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
1290
1291
vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
1292
}
1293
}
1294
}
1295
1296
bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
1297
if (p_render_data->render_buffers.is_valid()) {
1298
if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
1299
return true;
1300
}
1301
}
1302
return false;
1303
}
1304
1305
void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
1306
if (p_render_data->render_buffers.is_valid() && p_use_gi) {
1307
if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
1308
return;
1309
}
1310
1311
Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
1312
sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
1313
}
1314
}
1315
1316
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) {
1317
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
1318
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1319
1320
// getting this here now so we can direct call a bunch of things more easily
1321
ERR_FAIL_COND(p_render_buffers.is_null());
1322
Ref<RenderSceneBuffersRD> rb = p_render_buffers;
1323
ERR_FAIL_COND(rb.is_null());
1324
1325
// setup scene data
1326
RenderSceneDataRD scene_data;
1327
{
1328
// Our first camera is used by default
1329
scene_data.cam_transform = p_camera_data->main_transform;
1330
scene_data.cam_projection = p_camera_data->main_projection;
1331
scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
1332
scene_data.cam_frustum = p_camera_data->is_frustum;
1333
scene_data.camera_visible_layers = p_camera_data->visible_layers;
1334
scene_data.taa_jitter = p_camera_data->taa_jitter;
1335
scene_data.taa_frame_count = p_camera_data->taa_frame_count;
1336
scene_data.main_cam_transform = p_camera_data->main_transform;
1337
scene_data.flip_y = !p_reflection_probe.is_valid();
1338
1339
scene_data.view_count = p_camera_data->view_count;
1340
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
1341
scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
1342
scene_data.view_projection[v] = p_camera_data->view_projection[v];
1343
}
1344
1345
scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
1346
scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
1347
scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
1348
1349
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
1350
scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
1351
}
1352
1353
scene_data.z_near = p_camera_data->main_projection.get_z_near();
1354
scene_data.z_far = p_camera_data->main_projection.get_z_far();
1355
1356
// this should be the same for all cameras..
1357
const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
1358
1359
// Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
1360
// degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
1361
const float scaling_3d_scale = GLOBAL_GET_CACHED(float, "rendering/scaling_3d/scale");
1362
scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
1363
1364
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
1365
scene_data.screen_mesh_lod_threshold = 0.0;
1366
} else {
1367
scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
1368
}
1369
1370
if (p_shadow_atlas.is_valid()) {
1371
int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
1372
scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
1373
scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
1374
}
1375
{
1376
int directional_shadow_size = light_storage->directional_shadow_get_size();
1377
scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
1378
scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
1379
}
1380
1381
scene_data.time = time;
1382
scene_data.time_step = time_step;
1383
}
1384
1385
//assign render data
1386
RenderDataRD render_data;
1387
{
1388
render_data.render_buffers = rb;
1389
render_data.scene_data = &scene_data;
1390
1391
render_data.instances = &p_instances;
1392
render_data.lights = &p_lights;
1393
render_data.reflection_probes = &p_reflection_probes;
1394
render_data.voxel_gi_instances = &p_voxel_gi_instances;
1395
render_data.decals = &p_decals;
1396
render_data.lightmaps = &p_lightmaps;
1397
render_data.fog_volumes = &p_fog_volumes;
1398
render_data.environment = p_environment;
1399
render_data.compositor = p_compositor;
1400
render_data.camera_attributes = p_camera_attributes;
1401
render_data.shadow_atlas = p_shadow_atlas;
1402
render_data.occluder_debug_tex = p_occluder_debug_tex;
1403
render_data.reflection_atlas = p_reflection_atlas;
1404
render_data.reflection_probe = p_reflection_probe;
1405
render_data.reflection_probe_pass = p_reflection_probe_pass;
1406
1407
render_data.render_shadows = p_render_shadows;
1408
render_data.render_shadow_count = p_render_shadow_count;
1409
render_data.render_sdfgi_regions = p_render_sdfgi_regions;
1410
render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
1411
render_data.sdfgi_update_data = p_sdfgi_update_data;
1412
1413
render_data.render_info = r_render_info;
1414
1415
if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
1416
render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());
1417
render_data.render_region = texture_storage->render_target_get_render_region(rb->get_render_target());
1418
}
1419
}
1420
1421
PagedArray<RID> empty;
1422
1423
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
1424
render_data.lights = &empty;
1425
render_data.reflection_probes = &empty;
1426
render_data.voxel_gi_instances = &empty;
1427
render_data.lightmaps = &empty;
1428
}
1429
1430
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
1431
get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
1432
get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
1433
get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
1434
render_data.decals = &empty;
1435
}
1436
1437
Color clear_color;
1438
if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
1439
clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
1440
} else {
1441
clear_color = RSG::texture_storage->get_default_clear_color();
1442
}
1443
1444
//calls _pre_opaque_render between depth pre-pass and opaque pass
1445
_render_scene(&render_data, clear_color);
1446
}
1447
1448
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) {
1449
_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
1450
}
1451
1452
void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
1453
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
1454
1455
ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
1456
Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
1457
Projection cm;
1458
cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
1459
1460
Vector3 cam_pos = p_transform.origin;
1461
cam_pos.y += extents.y;
1462
1463
Transform3D cam_xform;
1464
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());
1465
1466
RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
1467
1468
_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
1469
}
1470
1471
bool RendererSceneRenderRD::free(RID p_rid) {
1472
if (is_environment(p_rid)) {
1473
environment_free(p_rid);
1474
} else if (is_compositor(p_rid)) {
1475
compositor_free(p_rid);
1476
} else if (is_compositor_effect(p_rid)) {
1477
compositor_effect_free(p_rid);
1478
} else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
1479
RSG::camera_attributes->camera_attributes_free(p_rid);
1480
} else if (gi.voxel_gi_instance_owns(p_rid)) {
1481
gi.voxel_gi_instance_free(p_rid);
1482
} else if (sky.sky_owner.owns(p_rid)) {
1483
sky.update_dirty_skys();
1484
sky.free_sky(p_rid);
1485
} else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
1486
RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
1487
} else {
1488
return false;
1489
}
1490
1491
return true;
1492
}
1493
1494
void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
1495
debug_draw = p_debug_draw;
1496
}
1497
1498
void RendererSceneRenderRD::update() {
1499
sky.update_dirty_skys();
1500
}
1501
1502
void RendererSceneRenderRD::set_time(double p_time, double p_step) {
1503
time = p_time;
1504
time_step = p_step;
1505
}
1506
1507
void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
1508
screen_space_roughness_limiter = p_enable;
1509
screen_space_roughness_limiter_amount = p_amount;
1510
screen_space_roughness_limiter_limit = p_limit;
1511
}
1512
1513
bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
1514
return screen_space_roughness_limiter;
1515
}
1516
1517
float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
1518
return screen_space_roughness_limiter_amount;
1519
}
1520
1521
float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
1522
return screen_space_roughness_limiter_limit;
1523
}
1524
1525
TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
1526
ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
1527
ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
1528
RD::TextureFormat tf;
1529
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
1530
tf.width = p_image_size.width; // Always 64x64
1531
tf.height = p_image_size.height;
1532
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
1533
1534
RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1535
RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1536
RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1537
1538
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
1539
RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1540
1541
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
1542
RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1543
1544
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
1545
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;
1546
RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
1547
1548
Vector<RID> fb_tex;
1549
fb_tex.push_back(albedo_alpha_tex);
1550
fb_tex.push_back(normal_tex);
1551
fb_tex.push_back(orm_tex);
1552
fb_tex.push_back(emission_tex);
1553
fb_tex.push_back(depth_write_tex);
1554
fb_tex.push_back(depth_tex);
1555
1556
RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
1557
1558
//RID sampled_light;
1559
1560
RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
1561
ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
1562
1563
uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
1564
Vector<RID> materials;
1565
materials.resize(sc);
1566
1567
for (uint32_t i = 0; i < sc; i++) {
1568
if (i < (uint32_t)p_material_overrides.size()) {
1569
materials.write[i] = p_material_overrides[i];
1570
}
1571
}
1572
1573
gi_inst->set_surface_materials(materials);
1574
1575
if (cull_argument.size() == 0) {
1576
cull_argument.push_back(nullptr);
1577
}
1578
cull_argument[0] = gi_inst;
1579
_render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
1580
1581
geometry_instance_free(gi_inst);
1582
1583
TypedArray<Image> ret;
1584
1585
{
1586
PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
1587
Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
1588
RD::get_singleton()->free_rid(albedo_alpha_tex);
1589
ret.push_back(img);
1590
}
1591
1592
{
1593
PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
1594
Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
1595
RD::get_singleton()->free_rid(normal_tex);
1596
ret.push_back(img);
1597
}
1598
1599
{
1600
PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
1601
Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
1602
RD::get_singleton()->free_rid(orm_tex);
1603
ret.push_back(img);
1604
}
1605
1606
{
1607
PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
1608
Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
1609
RD::get_singleton()->free_rid(emission_tex);
1610
ret.push_back(img);
1611
}
1612
1613
RD::get_singleton()->free_rid(depth_write_tex);
1614
RD::get_singleton()->free_rid(depth_tex);
1615
1616
return ret;
1617
}
1618
1619
void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
1620
gi.sdfgi_debug_probe_pos = p_position;
1621
gi.sdfgi_debug_probe_dir = p_dir;
1622
}
1623
1624
RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
1625
1626
bool RendererSceneRenderRD::is_vrs_supported() const {
1627
return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
1628
}
1629
1630
bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
1631
// usable by default (unless low end = true)
1632
return true;
1633
}
1634
1635
bool RendererSceneRenderRD::is_volumetric_supported() const {
1636
// usable by default (unless low end = true)
1637
return true;
1638
}
1639
1640
uint32_t RendererSceneRenderRD::get_max_elements() const {
1641
return GLOBAL_GET_CACHED(uint32_t, "rendering/limits/cluster_builder/max_clustered_elements");
1642
}
1643
1644
RendererSceneRenderRD::RendererSceneRenderRD() {
1645
singleton = this;
1646
}
1647
1648
void RendererSceneRenderRD::init() {
1649
max_cluster_elements = get_max_elements();
1650
RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
1651
1652
/* Forward ID */
1653
forward_id_storage = create_forward_id_storage();
1654
1655
/* Register the include files we make available by default to our users */
1656
{
1657
ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
1658
ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
1659
ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
1660
}
1661
1662
/* SKY SHADER */
1663
1664
sky.init();
1665
1666
/* GI */
1667
1668
if (is_dynamic_gi_supported()) {
1669
gi.init(&sky);
1670
}
1671
1672
{ //decals
1673
RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
1674
}
1675
1676
{ //lights
1677
}
1678
1679
if (is_volumetric_supported()) {
1680
RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
1681
}
1682
1683
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"))));
1684
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"));
1685
use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
1686
1687
screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
1688
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
1689
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
1690
glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
1691
1692
directional_penumbra_shadow_kernel = memnew_arr(float, 128);
1693
directional_soft_shadow_kernel = memnew_arr(float, 128);
1694
penumbra_shadow_kernel = memnew_arr(float, 128);
1695
soft_shadow_kernel = memnew_arr(float, 128);
1696
positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
1697
directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
1698
1699
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
1700
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
1701
1702
decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
1703
light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
1704
lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));
1705
1706
cull_argument.set_page_pool(&cull_argument_pool);
1707
1708
bool can_use_storage = _render_buffers_can_be_storage();
1709
bool can_use_vrs = is_vrs_supported();
1710
bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
1711
copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
1712
debug_effects = memnew(RendererRD::DebugEffects);
1713
luminance = memnew(RendererRD::Luminance(!can_use_storage));
1714
smaa = memnew(RendererRD::SMAA);
1715
tone_mapper = memnew(RendererRD::ToneMapper);
1716
if (can_use_vrs) {
1717
vrs = memnew(RendererRD::VRS);
1718
}
1719
if (can_use_storage) {
1720
fsr = memnew(RendererRD::FSR);
1721
}
1722
#ifdef METAL_ENABLED
1723
mfx_spatial = memnew(RendererRD::MFXSpatialEffect);
1724
#endif
1725
resolve_effects = memnew(RendererRD::Resolve(!can_use_storage));
1726
}
1727
1728
RendererSceneRenderRD::~RendererSceneRenderRD() {
1729
if (forward_id_storage) {
1730
memdelete(forward_id_storage);
1731
}
1732
1733
if (bokeh_dof) {
1734
memdelete(bokeh_dof);
1735
}
1736
if (copy_effects) {
1737
memdelete(copy_effects);
1738
}
1739
if (debug_effects) {
1740
memdelete(debug_effects);
1741
}
1742
if (luminance) {
1743
memdelete(luminance);
1744
}
1745
if (smaa) {
1746
memdelete(smaa);
1747
}
1748
if (tone_mapper) {
1749
memdelete(tone_mapper);
1750
}
1751
if (vrs) {
1752
memdelete(vrs);
1753
}
1754
if (fsr) {
1755
memdelete(fsr);
1756
}
1757
#ifdef METAL_ENABLED
1758
if (mfx_spatial) {
1759
memdelete(mfx_spatial);
1760
}
1761
#endif
1762
1763
if (resolve_effects) {
1764
memdelete(resolve_effects);
1765
}
1766
1767
if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
1768
RD::get_singleton()->free_rid(sky.sky_scene_state.uniform_set);
1769
}
1770
1771
if (is_dynamic_gi_supported()) {
1772
gi.free();
1773
}
1774
1775
if (is_volumetric_supported()) {
1776
RendererRD::Fog::get_singleton()->free_fog_shader();
1777
}
1778
1779
memdelete_arr(directional_penumbra_shadow_kernel);
1780
memdelete_arr(directional_soft_shadow_kernel);
1781
memdelete_arr(penumbra_shadow_kernel);
1782
memdelete_arr(soft_shadow_kernel);
1783
1784
RSG::light_storage->directional_shadow_atlas_set_size(0);
1785
cull_argument.reset(); //avoid exit error
1786
}
1787
1788