Path: blob/master/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
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/**************************************************************************/1/* renderer_scene_render_rd.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "renderer_scene_render_rd.h"3132#include "core/config/project_settings.h"33#include "core/io/image.h"34#include "renderer_compositor_rd.h"35#include "servers/rendering/renderer_rd/environment/fog.h"36#include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"37#include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"38#include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"39#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"40#include "servers/rendering/rendering_server_default.h"41#include "servers/rendering/shader_include_db.h"42#include "servers/rendering/storage/camera_attributes_storage.h"4344void get_vogel_disk(float *r_kernel, int p_sample_count) {45const float golden_angle = 2.4;4647for (int i = 0; i < p_sample_count; i++) {48float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));49float theta = float(i) * golden_angle;5051r_kernel[i * 4] = Math::cos(theta) * r;52r_kernel[i * 4 + 1] = Math::sin(theta) * r;53}54}5556RID RendererSceneRenderRD::sky_allocate() {57return sky.allocate_sky_rid();58}59void RendererSceneRenderRD::sky_initialize(RID p_rid) {60sky.initialize_sky_rid(p_rid);61}6263void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {64sky.sky_set_radiance_size(p_sky, p_radiance_size);65}6667void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {68sky.sky_set_mode(p_sky, p_mode);69}7071void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {72sky.sky_set_material(p_sky, p_material);73}7475Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {76return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);77}7879void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {80glow_bicubic_upscale = p_enable;81}8283void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {84volumetric_fog_size = p_size;85volumetric_fog_depth = p_depth;86}8788void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {89volumetric_fog_filter_active = p_enable;90}9192void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {93gi.sdfgi_ray_count = p_ray_count;94}9596void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {97gi.sdfgi_frames_to_converge = p_frames;98}99void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {100gi.sdfgi_frames_to_update_light = p_update;101}102103Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {104ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());105106RS::EnvironmentBG environment_background = environment_get_background(p_env);107108if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {109return Ref<Image>(); //nothing to bake110}111112RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);113114bool use_ambient_light = false;115bool use_cube_map = false;116if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {117use_ambient_light = true;118} else {119use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;120use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;121}122use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());123124Color ambient_color;125float ambient_color_sky_mix = 0.0;126if (use_ambient_light) {127ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);128const float ambient_energy = environment_get_ambient_light_energy(p_env);129ambient_color = environment_get_ambient_light(p_env);130ambient_color = ambient_color.srgb_to_linear();131ambient_color.r *= ambient_energy;132ambient_color.g *= ambient_energy;133ambient_color.b *= ambient_energy;134}135136if (use_cube_map) {137Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);138if (use_ambient_light && panorama.is_valid()) {139for (int x = 0; x < p_size.width; x++) {140for (int y = 0; y < p_size.height; y++) {141panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));142}143}144}145return panorama;146} else {147const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);148Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));149panorama_color = panorama_color.srgb_to_linear();150panorama_color.r *= bg_energy_multiplier;151panorama_color.g *= bg_energy_multiplier;152panorama_color.b *= bg_energy_multiplier;153154if (use_ambient_light) {155panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);156}157158Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);159panorama->fill(panorama_color);160return panorama;161}162}163164/* REFLECTION PROBE */165166RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {167Vector<RID> fb;168fb.push_back(p_color);169fb.push_back(p_depth);170return RD::get_singleton()->framebuffer_create(fb);171}172173/* FOG VOLUME INSTANCE */174175RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {176return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);177}178179void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {180RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);181}182183void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {184RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);185}186187RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {188return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);189}190191Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {192return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);193}194195/* VOXEL GI */196197RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {198return gi.voxel_gi_instance_create(p_base);199}200201void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {202if (!is_dynamic_gi_supported()) {203return;204}205206gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);207}208209bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {210if (!is_dynamic_gi_supported()) {211return false;212}213214return gi.voxel_gi_needs_update(p_probe);215}216217void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {218if (!is_dynamic_gi_supported()) {219return;220}221222gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);223}224225void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms) {226ERR_FAIL_COND(p_render_buffers.is_null());227228if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {229return; //nothing to debug230}231232Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);233234sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms);235}236237////////////////////////////////238Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {239Ref<RenderSceneBuffersRD> rb;240rb.instantiate();241242rb->set_can_be_storage(_render_buffers_can_be_storage());243rb->set_max_cluster_elements(max_cluster_elements);244rb->set_base_data_format(_render_buffers_get_color_format());245if (vrs) {246rb->set_vrs(vrs);247}248249setup_render_buffer_data(rb);250251return rb;252}253254bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) {255RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();256257if (p_render_data->compositor.is_null()) {258return false;259}260261if (p_render_data->reflection_probe.is_valid()) {262return false;263}264265ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);266Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);267268for (RID rid : re_rids) {269if (comp_storage->compositor_effect_get_flag(rid, p_flag)) {270return true;271}272}273274return false;275}276277bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {278RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();279280if (p_render_data->compositor.is_null()) {281return false;282}283284if (p_render_data->reflection_probe.is_valid()) {285return false;286}287288ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);289290Vector<RID> effects = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);291292return effects.size() > 0;293}294295void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {296RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();297298if (p_render_data->compositor.is_null()) {299return;300}301302if (p_render_data->reflection_probe.is_valid()) {303return;304}305306ERR_FAIL_COND(!comp_storage->is_compositor(p_render_data->compositor));307308Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);309310for (RID rid : re_rids) {311Callable callback = comp_storage->compositor_effect_get_callback(rid);312Array arr = { p_callback_type, p_render_data };313callback.callv(arr);314}315}316317void RendererSceneRenderRD::_render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data) {318Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;319ERR_FAIL_COND(rb.is_null());320321if (!rb->has_internal_texture()) {322// We're likely rendering reflection probes where we can't use our backbuffers.323return;324}325326bool can_use_storage = _render_buffers_can_be_storage();327Size2i size = rb->get_internal_size();328329// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a330// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.331Size2i target_size = rb->get_target_size();332bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);333bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;334if (reuse_blur_texture) {335rb->allocate_blur_textures();336} else {337uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;338usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;339rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);340}341}342343void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {344Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;345ERR_FAIL_COND(rb.is_null());346347if (!rb->has_internal_texture()) {348// We're likely rendering reflection probes where we can't use our backbuffers.349return;350}351352RD::get_singleton()->draw_command_begin_label("Copy Screen Texture");353354StringName texture_name;355bool can_use_storage = _render_buffers_can_be_storage();356Size2i size = rb->get_internal_size();357358// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a359// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.360Size2i target_size = rb->get_target_size();361bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);362bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;363if (reuse_blur_texture) {364texture_name = RB_TEX_BLUR_0;365} else {366texture_name = RB_TEX_BACK_COLOR;367}368369for (uint32_t v = 0; v < rb->get_view_count(); v++) {370RID texture = rb->get_internal_texture(v);371int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);372RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);373374if (can_use_storage) {375copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));376} else {377RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);378copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));379}380381for (int i = 1; i < mipmaps; i++) {382RID source = dest;383dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);384Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);385386if (can_use_storage) {387copy_effects->make_mipmap(source, dest, msize);388} else {389copy_effects->make_mipmap_raster(source, dest, msize);390}391}392}393394RD::get_singleton()->draw_command_end_label();395}396397void RendererSceneRenderRD::_render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data) {398Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;399ERR_FAIL_COND(rb.is_null());400401if (!rb->has_depth_texture()) {402// We're likely rendering reflection probes where we can't use our backbuffers.403return;404}405406// Note, this only creates our back depth texture if we haven't already created it.407uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;408usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;409usage_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 buffer410411rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);412}413414void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data, bool p_use_msaa) {415Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;416ERR_FAIL_COND(rb.is_null());417418if (!rb->has_depth_texture()) {419// We're likely rendering reflection probes where we can't use our backbuffers.420return;421}422423RD::get_singleton()->draw_command_begin_label("Copy Depth Texture");424425bool can_use_storage = _render_buffers_can_be_storage();426Size2i size = rb->get_internal_size();427for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {428RID depth_texture = rb->get_depth_texture(v);429RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);430431if (can_use_storage) {432copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));433} else {434RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);435if (p_use_msaa) {436static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 };437438resolve_effects->resolve_depth_raster(rb->get_depth_msaa(v), depth_back_fb, texture_multisamples[rb->get_msaa_3d()]);439} else {440copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));441}442}443}444445RD::get_singleton()->draw_command_end_label();446}447448void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data, bool p_use_msaa) {449RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();450451ERR_FAIL_NULL(p_render_data);452453Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;454ERR_FAIL_COND(rb.is_null());455456ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");457458// Glow, auto exposure and DoF (if enabled).459460Size2i target_size = rb->get_target_size();461bool 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...462can_use_effects &= _debug_draw_can_use_effects(debug_draw);463bool can_use_storage = _render_buffers_can_be_storage();464465RS::ViewportScaling3DMode scale_mode = rb->get_scaling_3d_mode();466bool use_upscaled_texture = rb->has_upscaled_texture() && (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 || scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL);467SpatialUpscaler *spatial_upscaler = nullptr;468if (can_use_effects) {469if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {470spatial_upscaler = fsr;471} else if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {472#if METAL_ENABLED473spatial_upscaler = mfx_spatial;474#endif475}476}477478bool use_smaa = smaa && rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_SMAA;479480RID render_target = rb->get_render_target();481RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();482Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();483484bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;485486bool using_dof = RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes);487488if (using_dof && p_render_data->transparent_bg) {489WARN_PRINT_ONCE("Depth of field is not supported in viewports with a transparent background. Disabling DoF in transparent viewport.");490using_dof = false;491}492493if (can_use_effects && using_dof) {494RENDER_TIMESTAMP("Depth of Field");495RD::get_singleton()->draw_command_begin_label("DOF");496497rb->allocate_blur_textures();498499RendererRD::BokehDOF::BokehBuffers buffers;500501// Textures we use502buffers.base_texture_size = color_size;503buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);504buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);505buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);506507if (can_use_storage) {508for (uint32_t i = 0; i < rb->get_view_count(); i++) {509buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);510buffers.depth_texture = rb->get_depth_texture(i);511512// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.513float z_near = p_render_data->scene_data->view_projection[i].get_z_near();514float z_far = p_render_data->scene_data->view_projection[i].get_z_far();515bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);516};517} else {518// Set framebuffers.519buffers.secondary_fb = rb->weight_buffers[1].fb;520buffers.half_fb[0] = rb->weight_buffers[2].fb;521buffers.half_fb[1] = rb->weight_buffers[3].fb;522buffers.weight_texture[0] = rb->weight_buffers[0].weight;523buffers.weight_texture[1] = rb->weight_buffers[1].weight;524buffers.weight_texture[2] = rb->weight_buffers[2].weight;525buffers.weight_texture[3] = rb->weight_buffers[3].weight;526527// Set weight buffers.528buffers.base_weight_fb = rb->weight_buffers[0].fb;529530for (uint32_t i = 0; i < rb->get_view_count(); i++) {531buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);532buffers.depth_texture = p_use_msaa ? rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, i, 0) : rb->get_depth_texture(i);533buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally534535// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.536float z_near = p_render_data->scene_data->view_projection[i].get_z_near();537float z_far = p_render_data->scene_data->view_projection[i].get_z_far();538bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);539}540}541RD::get_singleton()->draw_command_end_label();542}543544float auto_exposure_scale = 1.0;545546if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {547RENDER_TIMESTAMP("Auto exposure");548549RD::get_singleton()->draw_command_begin_label("Auto Exposure");550551Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);552553uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);554bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();555rb->set_auto_exposure_version(auto_exposure_version);556557double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;558float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);559float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);560luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);561562// Swap final reduce with prev luminance.563564auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);565566RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.567RD::get_singleton()->draw_command_end_label();568}569570int max_glow_level = -1;571572if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {573RENDER_TIMESTAMP("Glow");574RD::get_singleton()->draw_command_begin_label("Gaussian Glow");575576rb->allocate_blur_textures();577578for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {579if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {580int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);581if (i >= mipmaps) {582max_glow_level = mipmaps - 1;583} else {584max_glow_level = i;585}586}587}588589float luminance_multiplier = _render_buffers_get_luminance_multiplier();590for (uint32_t l = 0; l < rb->get_view_count(); l++) {591for (int i = 0; i < (max_glow_level + 1); i++) {592Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);593594if (i == 0) {595RID luminance_texture;596if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {597luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer598}599RID source = rb->get_internal_texture(l);600RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);601if (can_use_storage) {602copy_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);603} else {604RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view605copy_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);606}607} else {608RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);609RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);610611if (can_use_storage) {612copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));613} else {614RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view615copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));616}617}618}619}620621RD::get_singleton()->draw_command_end_label();622}623624{625RENDER_TIMESTAMP("Tonemap");626RD::get_singleton()->draw_command_begin_label("Tonemap");627628RendererRD::ToneMapper::TonemapSettings tonemap;629630bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);631632tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);633if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {634tonemap.use_auto_exposure = true;635tonemap.auto_exposure_scale = auto_exposure_scale;636} else {637tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);638}639640if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {641tonemap.use_glow = true;642tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));643tonemap.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);644for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {645tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];646}647648Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);649tonemap.glow_texture_size.x = msize.width;650tonemap.glow_texture_size.y = msize.height;651tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;652tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);653if (environment_get_glow_map(p_render_data->environment).is_valid()) {654tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);655tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));656} else {657tonemap.glow_map_strength = 0.0f;658tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);659}660661} else {662tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);663tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);664}665666if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {667tonemap.use_fxaa = true;668}669670tonemap.texture_size = Vector2i(color_size.x, color_size.y);671672if (p_render_data->environment.is_valid()) {673tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);674tonemap.white = environment_get_white(p_render_data->environment);675tonemap.exposure = environment_get_exposure(p_render_data->environment);676}677678tonemap.use_color_correction = false;679tonemap.use_1d_color_correction = false;680tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);681tonemap.convert_to_srgb = !using_hdr;682683if (can_use_effects && p_render_data->environment.is_valid()) {684tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);685tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);686tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);687tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);688if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {689tonemap.use_color_correction = true;690tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);691tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);692}693}694695tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();696tonemap.view_count = rb->get_view_count();697698RID dest_fb;699RD::DataFormat dest_fb_format;700RD::DataFormat format_for_debanding;701if (spatial_upscaler != nullptr || use_smaa) {702// If we use a spatial upscaler to upscale or SMAA to antialias we need to write our result into an intermediate buffer.703// Note that this is cached so we only create the texture the first time.704dest_fb_format = _render_buffers_get_color_format();705RID 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);706dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);707if (use_smaa) {708format_for_debanding = dest_fb_format;709} else {710// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.711// This produces suboptimal results because the image will be modified by spatial upscaling after712// debanding has been applied. Ideally, debanding should be applied as the final step before quantization713// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new714// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.715// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.716format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);717}718} else {719// If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.720// Target size in this case is lying as we never get our real target size communicated.721// Bit nasty but...722723if (dest_is_msaa_2d) {724dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));725// Assume that the DataFormat of render_target_get_rd_texture_msaa is the same as render_target_get_color_format.726format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);727texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.728} else {729dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);730// Assume that the DataFormat of render_target_get_rd_framebuffer is the same as render_target_get_color_format.731format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);732}733}734735if (rb->get_use_debanding()) {736if (_is_8bit_data_format(format_for_debanding)) {737tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;738} else if (_is_10bit_data_format(format_for_debanding)) {739tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;740} else {741// In this case, debanding will be handled later when quantizing to an integer data format. (During blit or SMAA, for example.)742tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;743}744} else {745tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;746}747748tone_mapper->tonemapper(color_texture, dest_fb, tonemap);749750RD::get_singleton()->draw_command_end_label();751}752753if (use_smaa) {754RENDER_TIMESTAMP("SMAA");755RD::get_singleton()->draw_command_begin_label("SMAA");756757bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);758RID dest_fb;759if (spatial_upscaler) {760rb->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);761}762if (rb->get_view_count() > 1) {763for (uint32_t v = 0; v < rb->get_view_count(); v++) {764RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);765766RID dest_texture;767RD::DataFormat format_for_debanding;768if (spatial_upscaler) {769dest_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);770// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.771// This produces suboptimal results because the image will be modified by spatial upscaling after772// debanding has been applied. Ideally, debanding should be applied as the final step before quantization773// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new774// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.775// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.776format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);777} else {778dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);779// Assume that the DataFormat is the same as render_target_get_color_format.780format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);781}782dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);783784if (rb->get_use_debanding()) {785if (_is_8bit_data_format(format_for_debanding)) {786smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_8_BIT;787} else if (_is_10bit_data_format(format_for_debanding)) {788smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_10_BIT;789} else {790// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)791smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;792}793} else {794smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;795}796797smaa->process(rb, source_texture, dest_fb);798}799} else {800RID source_texture = rb->get_texture(SNAME("Tonemapper"), SNAME("destination"));801RD::DataFormat format_for_debanding;802803if (spatial_upscaler) {804RID 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);805dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);806// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.807// This produces suboptimal results because the image will be modified by spatial upscaling after808// debanding has been applied. Ideally, debanding should be applied as the final step before quantization809// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new810// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.811// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.812format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);813} else {814if (dest_is_msaa_2d) {815dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));816// Assume that the DataFormat of render_target_get_rd_texture_msaa is the same as render_target_get_color_format.817format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);818texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.819} else {820dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);821// Assume that the DataFormat of render_target_get_rd_framebuffer is the same as render_target_get_color_format.822format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);823}824}825826if (rb->get_use_debanding()) {827if (_is_8bit_data_format(format_for_debanding)) {828smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_8_BIT;829} else if (_is_10bit_data_format(format_for_debanding)) {830smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_10_BIT;831} else {832// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)833smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;834}835} else {836smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;837}838839smaa->process(rb, source_texture, dest_fb);840}841842RD::get_singleton()->draw_command_end_label();843}844845if (rb.is_valid() && spatial_upscaler) {846spatial_upscaler->ensure_context(rb);847848RD::get_singleton()->draw_command_begin_label(spatial_upscaler->get_label());849850for (uint32_t v = 0; v < rb->get_view_count(); v++) {851RID source_texture;852if (use_smaa) {853source_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);854} else {855source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);856}857RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);858859spatial_upscaler->process(rb, source_texture, dest_texture);860}861862if (dest_is_msaa_2d) {863// We can't upscale directly into our MSAA buffer so we need to do a copy864RID source_texture = texture_storage->render_target_get_rd_texture(render_target);865RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));866copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));867868texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.869}870871RD::get_singleton()->draw_command_end_label();872}873874texture_storage->render_target_disable_clear_request(render_target);875}876877void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {878RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();879RD::get_singleton()->draw_command_begin_label("Post Process Subpass");880881Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;882ERR_FAIL_COND(rb.is_null());883884// FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??885// Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...886Size2i target_size = rb->get_target_size();887bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;888889RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();890891RendererRD::ToneMapper::TonemapSettings tonemap;892893if (p_render_data->environment.is_valid()) {894tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);895tonemap.exposure = environment_get_exposure(p_render_data->environment);896tonemap.white = environment_get_white(p_render_data->environment);897}898899// We don't support glow or auto exposure here, if they are needed, don't use subpasses!900// The problem is that we need to use the result so far and process them before we can901// apply this to our results.902if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {903ERR_FAIL_MSG("Glow is not supported when using subpasses.");904}905906if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {907ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");908}909910bool using_hdr = texture_storage->render_target_is_using_hdr(rb->get_render_target());911912tonemap.use_glow = false;913tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);914tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);915tonemap.use_auto_exposure = false;916tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);917918tonemap.use_color_correction = false;919tonemap.use_1d_color_correction = false;920tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);921tonemap.convert_to_srgb = !using_hdr;922923if (can_use_effects && p_render_data->environment.is_valid()) {924tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);925tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);926tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);927tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);928if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {929tonemap.use_color_correction = true;930tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);931tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);932}933}934935tonemap.texture_size = Vector2i(target_size.x, target_size.y);936937tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();938tonemap.view_count = rb->get_view_count();939940if (rb->get_use_debanding()) {941// Assume that the DataFormat of p_framebuffer is the same as render_target_get_color_format.942RD::DataFormat dest_fb_format = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);943if (dest_fb_format >= RD::DATA_FORMAT_R8_UNORM && dest_fb_format <= RD::DATA_FORMAT_A8B8G8R8_SRGB_PACK32) {944tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;945} else if (dest_fb_format >= RD::DATA_FORMAT_A2R10G10B10_UNORM_PACK32 && dest_fb_format <= RD::DATA_FORMAT_A2B10G10R10_SINT_PACK32) {946tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;947} else {948// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)949tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;950}951} else {952tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;953}954955tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);956957RD::get_singleton()->draw_command_end_label();958}959960void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {961ERR_FAIL_COND(p_render_data->render_buffers.is_null());962963RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();964texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());965}966967bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {968bool can_use_effects = true;969switch (p_debug_draw) {970// No debug draw, use camera effects971case RS::VIEWPORT_DEBUG_DRAW_DISABLED:972can_use_effects = true;973break;974// Modes that completely override rendering to draw debug information should disable camera effects.975case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:976case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:977case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:978case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:979case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:980case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:981case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:982case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:983case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:984can_use_effects = false;985break;986// Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.987case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:988case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:989case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:990case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:991// 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.992case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:993case RS::VIEWPORT_DEBUG_DRAW_SSAO:994case RS::VIEWPORT_DEBUG_DRAW_SSIL:995case RS::VIEWPORT_DEBUG_DRAW_SDFGI:996case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:997case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:998can_use_effects = true;999break;1000// Other debug draw modes keep camera effects.1001case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:1002case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:1003case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:1004case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:1005case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:1006case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:1007case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:1008can_use_effects = true;1009break;1010default:1011break;1012}10131014return can_use_effects;1015}10161017void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {1018RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();1019RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();10201021Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;1022ERR_FAIL_COND(rb.is_null());10231024RID render_target = rb->get_render_target();10251026if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {1027if (p_render_data->shadow_atlas.is_valid()) {1028RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);10291030if (shadow_atlas_texture.is_null()) {1031shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);1032}10331034Size2 rtsize = texture_storage->render_target_get_size(render_target);1035copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);1036}1037}10381039if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {1040if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {1041RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();1042Size2i rtsize = texture_storage->render_target_get_size(render_target);1043RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);10441045// Determine our display size, try and keep square by using the smallest edge.1046Size2i size = 2 * rtsize / 3;1047if (size.x < size.y) {1048size.y = size.x;1049} else if (size.y < size.x) {1050size.x = size.y;1051}10521053copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);10541055// Visualize our view frustum to show coverage.1056for (int i = 0; i < p_render_data->render_shadow_count; i++) {1057RID light = p_render_data->render_shadows[i].light;1058RID base = light_storage->light_instance_get_base_light(light);10591060if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {1061debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));1062}1063}1064}1065}10661067if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {1068RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();10691070if (decal_atlas.is_valid()) {1071Size2i rtsize = texture_storage->render_target_get_size(render_target);10721073copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);1074}1075}10761077if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {1078RID luminance_texture = luminance->get_current_luminance_buffer(rb);1079if (luminance_texture.is_valid()) {1080Size2i rtsize = texture_storage->render_target_get_size(render_target);10811082copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);1083}1084}10851086if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {1087Size2 rtsize = texture_storage->render_target_get_size(render_target);1088copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);1089}10901091if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {1092Size2 rtsize = texture_storage->render_target_get_size(render_target);1093copy_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);1094}10951096if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {1097if (p_render_data->occluder_debug_tex.is_valid()) {1098Size2i rtsize = texture_storage->render_target_get_size(render_target);1099copy_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);1100}1101}11021103if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {1104RID velocity = _render_buffers_get_velocity_texture(rb);1105RID depth = rb->get_depth_texture();1106RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);1107Size2i resolution = rb->get_internal_size();11081109debug_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);1110}1111}11121113RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {1114return gi.default_voxel_gi_buffer;1115}11161117float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {1118return 1.0;1119}11201121RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {1122return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;1123}11241125bool RendererSceneRenderRD::_render_buffers_can_be_storage() {1126return true;1127}11281129void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {1130gi.half_resolution = p_enable;1131}11321133void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {1134ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");11351136if (shadows_quality != p_quality) {1137shadows_quality = p_quality;11381139switch (shadows_quality) {1140case RS::SHADOW_QUALITY_HARD: {1141penumbra_shadow_samples = 4;1142soft_shadow_samples = 0;1143shadows_quality_radius = 1.0;1144} break;1145case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {1146penumbra_shadow_samples = 4;1147soft_shadow_samples = 1;1148shadows_quality_radius = 1.5;1149} break;1150case RS::SHADOW_QUALITY_SOFT_LOW: {1151penumbra_shadow_samples = 8;1152soft_shadow_samples = 4;1153shadows_quality_radius = 2.0;1154} break;1155case RS::SHADOW_QUALITY_SOFT_MEDIUM: {1156penumbra_shadow_samples = 12;1157soft_shadow_samples = 8;1158shadows_quality_radius = 2.0;1159} break;1160case RS::SHADOW_QUALITY_SOFT_HIGH: {1161penumbra_shadow_samples = 24;1162soft_shadow_samples = 16;1163shadows_quality_radius = 3.0;1164} break;1165case RS::SHADOW_QUALITY_SOFT_ULTRA: {1166penumbra_shadow_samples = 32;1167soft_shadow_samples = 32;1168shadows_quality_radius = 4.0;1169} break;1170case RS::SHADOW_QUALITY_MAX:1171break;1172}1173get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);1174get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);1175}11761177_update_shader_quality_settings();1178}11791180void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {1181ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");11821183if (directional_shadow_quality != p_quality) {1184directional_shadow_quality = p_quality;11851186switch (directional_shadow_quality) {1187case RS::SHADOW_QUALITY_HARD: {1188directional_penumbra_shadow_samples = 4;1189directional_soft_shadow_samples = 0;1190directional_shadow_quality_radius = 1.0;1191} break;1192case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {1193directional_penumbra_shadow_samples = 4;1194directional_soft_shadow_samples = 1;1195directional_shadow_quality_radius = 1.5;1196} break;1197case RS::SHADOW_QUALITY_SOFT_LOW: {1198directional_penumbra_shadow_samples = 8;1199directional_soft_shadow_samples = 4;1200directional_shadow_quality_radius = 2.0;1201} break;1202case RS::SHADOW_QUALITY_SOFT_MEDIUM: {1203directional_penumbra_shadow_samples = 12;1204directional_soft_shadow_samples = 8;1205directional_shadow_quality_radius = 2.0;1206} break;1207case RS::SHADOW_QUALITY_SOFT_HIGH: {1208directional_penumbra_shadow_samples = 24;1209directional_soft_shadow_samples = 16;1210directional_shadow_quality_radius = 3.0;1211} break;1212case RS::SHADOW_QUALITY_SOFT_ULTRA: {1213directional_penumbra_shadow_samples = 32;1214directional_soft_shadow_samples = 32;1215directional_shadow_quality_radius = 4.0;1216} break;1217case RS::SHADOW_QUALITY_MAX:1218break;1219}1220get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);1221get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);1222}12231224_update_shader_quality_settings();1225}12261227void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {1228if (decals_filter == p_filter) {1229return;1230}1231decals_filter = p_filter;1232_update_shader_quality_settings();1233}1234void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {1235if (light_projectors_filter == p_filter) {1236return;1237}1238light_projectors_filter = p_filter;1239_update_shader_quality_settings();1240}12411242void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {1243if (lightmap_filter_bicubic == p_enable) {1244return;1245}1246lightmap_filter_bicubic = p_enable;1247_update_shader_quality_settings();1248}12491250int RendererSceneRenderRD::get_roughness_layers() const {1251return sky.roughness_layers;1252}12531254bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {1255return sky.sky_use_cubemap_array;1256}12571258void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {1259if (p_render_buffers.is_null()) {1260return;1261}12621263RID render_target = p_render_buffers->get_render_target();1264if (render_target.is_null()) {1265// must be rendering reflection probes1266return;1267}12681269if (vrs) {1270RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();12711272RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);1273if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {1274RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);12751276// We use get_cache_multipass instead of get_cache_multiview because the default behavior is for1277// our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it1278// so it needs to be set as our color attachment12791280Vector<RID> textures;1281textures.push_back(vrs_texture);12821283Vector<RD::FramebufferPass> passes;1284RD::FramebufferPass pass;1285pass.color_attachments.push_back(0);1286passes.push_back(pass);12871288RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());12891290vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());1291}1292}1293}12941295bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {1296if (p_render_data->render_buffers.is_valid()) {1297if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {1298return true;1299}1300}1301return false;1302}13031304void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {1305if (p_render_data->render_buffers.is_valid() && p_use_gi) {1306if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {1307return;1308}13091310Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);1311sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));1312}1313}13141315void 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) {1316RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();1317RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();13181319// getting this here now so we can direct call a bunch of things more easily1320ERR_FAIL_COND(p_render_buffers.is_null());1321Ref<RenderSceneBuffersRD> rb = p_render_buffers;1322ERR_FAIL_COND(rb.is_null());13231324// setup scene data1325RenderSceneDataRD scene_data;1326{1327// Our first camera is used by default1328scene_data.cam_transform = p_camera_data->main_transform;1329scene_data.cam_projection = p_camera_data->main_projection;1330scene_data.cam_orthogonal = p_camera_data->is_orthogonal;1331scene_data.cam_frustum = p_camera_data->is_frustum;1332scene_data.camera_visible_layers = p_camera_data->visible_layers;1333scene_data.taa_jitter = p_camera_data->taa_jitter;1334scene_data.taa_frame_count = p_camera_data->taa_frame_count;1335scene_data.main_cam_transform = p_camera_data->main_transform;1336scene_data.flip_y = !p_reflection_probe.is_valid();13371338scene_data.view_count = p_camera_data->view_count;1339for (uint32_t v = 0; v < p_camera_data->view_count; v++) {1340scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;1341scene_data.view_projection[v] = p_camera_data->view_projection[v];1342}13431344scene_data.prev_cam_transform = p_prev_camera_data->main_transform;1345scene_data.prev_cam_projection = p_prev_camera_data->main_projection;1346scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;13471348for (uint32_t v = 0; v < p_camera_data->view_count; v++) {1349scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];1350}13511352scene_data.z_near = p_camera_data->main_projection.get_z_near();1353scene_data.z_far = p_camera_data->main_projection.get_z_far();13541355// this should be the same for all cameras..1356const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();13571358// Also, take into account resolution scaling for the multiplier, since we have more leeway with quality1359// degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.1360const float scaling_3d_scale = GLOBAL_GET_CACHED(float, "rendering/scaling_3d/scale");1361scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);13621363if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {1364scene_data.screen_mesh_lod_threshold = 0.0;1365} else {1366scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;1367}13681369if (p_shadow_atlas.is_valid()) {1370int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);1371scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;1372scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;1373}1374{1375int directional_shadow_size = light_storage->directional_shadow_get_size();1376scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;1377scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;1378}13791380scene_data.time = time;1381scene_data.time_step = time_step;1382}13831384//assign render data1385RenderDataRD render_data;1386{1387render_data.render_buffers = rb;1388render_data.scene_data = &scene_data;13891390render_data.instances = &p_instances;1391render_data.lights = &p_lights;1392render_data.reflection_probes = &p_reflection_probes;1393render_data.voxel_gi_instances = &p_voxel_gi_instances;1394render_data.decals = &p_decals;1395render_data.lightmaps = &p_lightmaps;1396render_data.fog_volumes = &p_fog_volumes;1397render_data.environment = p_environment;1398render_data.compositor = p_compositor;1399render_data.camera_attributes = p_camera_attributes;1400render_data.shadow_atlas = p_shadow_atlas;1401render_data.occluder_debug_tex = p_occluder_debug_tex;1402render_data.reflection_atlas = p_reflection_atlas;1403render_data.reflection_probe = p_reflection_probe;1404render_data.reflection_probe_pass = p_reflection_probe_pass;14051406render_data.render_shadows = p_render_shadows;1407render_data.render_shadow_count = p_render_shadow_count;1408render_data.render_sdfgi_regions = p_render_sdfgi_regions;1409render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;1410render_data.sdfgi_update_data = p_sdfgi_update_data;14111412render_data.render_info = r_render_info;14131414if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {1415render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());1416render_data.render_region = texture_storage->render_target_get_render_region(rb->get_render_target());1417}1418}14191420PagedArray<RID> empty;14211422if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {1423render_data.lights = ∅1424render_data.reflection_probes = ∅1425render_data.voxel_gi_instances = ∅1426render_data.lightmaps = ∅1427}14281429if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||1430get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||1431get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||1432get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {1433render_data.decals = ∅1434}14351436Color clear_color;1437if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {1438clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());1439} else {1440clear_color = RSG::texture_storage->get_default_clear_color();1441}14421443//calls _pre_opaque_render between depth pre-pass and opaque pass1444_render_scene(&render_data, clear_color);1445}14461447void 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) {1448_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);1449}14501451void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {1452RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();14531454ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));1455Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();1456Projection cm;1457cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);14581459Vector3 cam_pos = p_transform.origin;1460cam_pos.y += extents.y;14611462Transform3D cam_xform;1463cam_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());14641465RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);14661467_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);1468}14691470bool RendererSceneRenderRD::free(RID p_rid) {1471if (is_environment(p_rid)) {1472environment_free(p_rid);1473} else if (is_compositor(p_rid)) {1474compositor_free(p_rid);1475} else if (is_compositor_effect(p_rid)) {1476compositor_effect_free(p_rid);1477} else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {1478RSG::camera_attributes->camera_attributes_free(p_rid);1479} else if (gi.voxel_gi_instance_owns(p_rid)) {1480gi.voxel_gi_instance_free(p_rid);1481} else if (sky.sky_owner.owns(p_rid)) {1482sky.update_dirty_skys();1483sky.free_sky(p_rid);1484} else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {1485RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);1486} else {1487return false;1488}14891490return true;1491}14921493void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {1494debug_draw = p_debug_draw;1495}14961497void RendererSceneRenderRD::update() {1498sky.update_dirty_skys();1499}15001501void RendererSceneRenderRD::set_time(double p_time, double p_step) {1502time = p_time;1503time_step = p_step;1504}15051506void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {1507screen_space_roughness_limiter = p_enable;1508screen_space_roughness_limiter_amount = p_amount;1509screen_space_roughness_limiter_limit = p_limit;1510}15111512bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {1513return screen_space_roughness_limiter;1514}15151516float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {1517return screen_space_roughness_limiter_amount;1518}15191520float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {1521return screen_space_roughness_limiter_limit;1522}15231524TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {1525ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");1526ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");1527RD::TextureFormat tf;1528tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;1529tf.width = p_image_size.width; // Always 64x641530tf.height = p_image_size.height;1531tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;15321533RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());1534RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());1535RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15361537tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;1538RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15391540tf.format = RD::DATA_FORMAT_R32_SFLOAT;1541RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15421543tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;1544tf.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;1545RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15461547Vector<RID> fb_tex;1548fb_tex.push_back(albedo_alpha_tex);1549fb_tex.push_back(normal_tex);1550fb_tex.push_back(orm_tex);1551fb_tex.push_back(emission_tex);1552fb_tex.push_back(depth_write_tex);1553fb_tex.push_back(depth_tex);15541555RID fb = RD::get_singleton()->framebuffer_create(fb_tex);15561557//RID sampled_light;15581559RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);1560ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());15611562uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);1563Vector<RID> materials;1564materials.resize(sc);15651566for (uint32_t i = 0; i < sc; i++) {1567if (i < (uint32_t)p_material_overrides.size()) {1568materials.write[i] = p_material_overrides[i];1569}1570}15711572gi_inst->set_surface_materials(materials);15731574if (cull_argument.size() == 0) {1575cull_argument.push_back(nullptr);1576}1577cull_argument[0] = gi_inst;1578_render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));15791580geometry_instance_free(gi_inst);15811582TypedArray<Image> ret;15831584{1585PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);1586Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1587RD::get_singleton()->free_rid(albedo_alpha_tex);1588ret.push_back(img);1589}15901591{1592PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);1593Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1594RD::get_singleton()->free_rid(normal_tex);1595ret.push_back(img);1596}15971598{1599PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);1600Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1601RD::get_singleton()->free_rid(orm_tex);1602ret.push_back(img);1603}16041605{1606PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);1607Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);1608RD::get_singleton()->free_rid(emission_tex);1609ret.push_back(img);1610}16111612RD::get_singleton()->free_rid(depth_write_tex);1613RD::get_singleton()->free_rid(depth_tex);16141615return ret;1616}16171618void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {1619gi.sdfgi_debug_probe_pos = p_position;1620gi.sdfgi_debug_probe_dir = p_dir;1621}16221623RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;16241625bool RendererSceneRenderRD::is_vrs_supported() const {1626return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);1627}16281629bool RendererSceneRenderRD::is_dynamic_gi_supported() const {1630// usable by default (unless low end = true)1631return true;1632}16331634bool RendererSceneRenderRD::is_volumetric_supported() const {1635// usable by default (unless low end = true)1636return true;1637}16381639uint32_t RendererSceneRenderRD::get_max_elements() const {1640return GLOBAL_GET_CACHED(uint32_t, "rendering/limits/cluster_builder/max_clustered_elements");1641}16421643RendererSceneRenderRD::RendererSceneRenderRD() {1644singleton = this;1645}16461647void RendererSceneRenderRD::init() {1648max_cluster_elements = get_max_elements();1649RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);16501651/* Forward ID */1652forward_id_storage = create_forward_id_storage();16531654/* Register the include files we make available by default to our users */1655{1656ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);1657ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);1658ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);1659}16601661/* SKY SHADER */16621663sky.init();16641665/* GI */16661667if (is_dynamic_gi_supported()) {1668gi.init(&sky);1669}16701671{ //decals1672RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);1673}16741675{ //lights1676}16771678if (is_volumetric_supported()) {1679RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());1680}16811682RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));1683RSG::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"));1684use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");16851686screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");1687screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");1688screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");1689glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;16901691directional_penumbra_shadow_kernel = memnew_arr(float, 128);1692directional_soft_shadow_kernel = memnew_arr(float, 128);1693penumbra_shadow_kernel = memnew_arr(float, 128);1694soft_shadow_kernel = memnew_arr(float, 128);1695positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));1696directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));16971698environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));1699environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));17001701decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));1702light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));1703lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));17041705cull_argument.set_page_pool(&cull_argument_pool);17061707bool can_use_storage = _render_buffers_can_be_storage();1708bool can_use_vrs = is_vrs_supported();1709bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));1710copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));1711debug_effects = memnew(RendererRD::DebugEffects);1712luminance = memnew(RendererRD::Luminance(!can_use_storage));1713smaa = memnew(RendererRD::SMAA);1714tone_mapper = memnew(RendererRD::ToneMapper);1715if (can_use_vrs) {1716vrs = memnew(RendererRD::VRS);1717}1718if (can_use_storage) {1719fsr = memnew(RendererRD::FSR);1720}1721#ifdef METAL_ENABLED1722mfx_spatial = memnew(RendererRD::MFXSpatialEffect);1723#endif1724resolve_effects = memnew(RendererRD::Resolve(!can_use_storage));1725}17261727RendererSceneRenderRD::~RendererSceneRenderRD() {1728if (forward_id_storage) {1729memdelete(forward_id_storage);1730}17311732if (bokeh_dof) {1733memdelete(bokeh_dof);1734}1735if (copy_effects) {1736memdelete(copy_effects);1737}1738if (debug_effects) {1739memdelete(debug_effects);1740}1741if (luminance) {1742memdelete(luminance);1743}1744if (smaa) {1745memdelete(smaa);1746}1747if (tone_mapper) {1748memdelete(tone_mapper);1749}1750if (vrs) {1751memdelete(vrs);1752}1753if (fsr) {1754memdelete(fsr);1755}1756#ifdef METAL_ENABLED1757if (mfx_spatial) {1758memdelete(mfx_spatial);1759}1760#endif17611762if (resolve_effects) {1763memdelete(resolve_effects);1764}17651766if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {1767RD::get_singleton()->free_rid(sky.sky_scene_state.uniform_set);1768}17691770if (is_dynamic_gi_supported()) {1771gi.free();1772}17731774if (is_volumetric_supported()) {1775RendererRD::Fog::get_singleton()->free_fog_shader();1776}17771778memdelete_arr(directional_penumbra_shadow_kernel);1779memdelete_arr(directional_soft_shadow_kernel);1780memdelete_arr(penumbra_shadow_kernel);1781memdelete_arr(soft_shadow_kernel);17821783RSG::light_storage->directional_shadow_atlas_set_size(0);1784cull_argument.reset(); //avoid exit error1785}178617871788