diff options
author | Bastiaan Olij <mux213@gmail.com> | 2022-09-12 19:44:48 +1000 |
---|---|---|
committer | Bastiaan Olij <mux213@gmail.com> | 2022-10-04 11:03:32 +1100 |
commit | ddc4ae117595e2059404170ff3e8c6040413b219 (patch) | |
tree | 2c4b14075af62948dae024238a143f8a4beb14a6 /servers/rendering/renderer_rd/environment | |
parent | 4b52c6caef8a9e5d940ce0977d5c467296ac5805 (diff) |
Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
Diffstat (limited to 'servers/rendering/renderer_rd/environment')
-rw-r--r-- | servers/rendering/renderer_rd/environment/fog.cpp | 9 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/fog.h | 39 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.cpp | 135 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.h | 12 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/sky.cpp | 7 |
5 files changed, 123 insertions, 79 deletions
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp index 3390e9cf64..4c72f0a56e 100644 --- a/servers/rendering/renderer_rd/environment/fog.cpp +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -57,12 +57,19 @@ void Fog::fog_volume_initialize(RID p_rid) { fog_volume_owner.initialize_rid(p_rid, FogVolume()); } -void Fog::fog_free(RID p_rid) { +void Fog::fog_volume_free(RID p_rid) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid); fog_volume->dependency.deleted_notify(p_rid); fog_volume_owner.free(p_rid); } +Dependency *Fog::fog_volume_get_dependency(RID p_fog_volume) const { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_NULL_V(fog_volume, nullptr); + + return &fog_volume->dependency; +} + void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_COND(!fog_volume); diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h index 9ecd5699dc..0ade995758 100644 --- a/servers/rendering/renderer_rd/environment/fog.h +++ b/servers/rendering/renderer_rd/environment/fog.h @@ -46,7 +46,9 @@ namespace RendererRD { class Fog : public RendererFog { -public: +private: + static Fog *singleton; + /* FOG VOLUMES */ struct FogVolume { @@ -58,16 +60,14 @@ public: Dependency dependency; }; + mutable RID_Owner<FogVolume, true> fog_volume_owner; + struct FogVolumeInstance { RID volume; Transform3D transform; bool active = false; }; -private: - static Fog *singleton; - - mutable RID_Owner<FogVolume, true> fog_volume_owner; mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner; /* Volumetric Fog */ @@ -240,12 +240,12 @@ public: /* FOG VOLUMES */ - FogVolume *get_fog_volume(RID p_rid) { return fog_volume_owner.get_or_null(p_rid); }; bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); }; virtual RID fog_volume_allocate() override; virtual void fog_volume_initialize(RID p_rid) override; - virtual void fog_free(RID p_rid) override; + virtual void fog_volume_free(RID p_rid) override; + Dependency *fog_volume_get_dependency(RID p_fog_volume) const; virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override; virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override; @@ -257,12 +257,35 @@ public: /* FOG VOLUMES INSTANCE */ - FogVolumeInstance *get_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.get_or_null(p_rid); }; bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); }; RID fog_volume_instance_create(RID p_fog_volume); void fog_instance_free(RID p_rid); + void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { + Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND(!fvi); + fvi->transform = p_transform; + } + + void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { + Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND(!fvi); + fvi->active = p_active; + } + + RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const { + Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND_V(!fvi, RID()); + return fvi->volume; + } + + Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const { + Fog::FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND_V(!fvi, Vector3()); + return fvi->transform.get_origin(); + } + /* Volumetric FOG */ class VolumetricFog : public RenderBufferCustomDataRD { GDCLASS(VolumetricFog, RenderBufferCustomDataRD) diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index ced0f6380f..0853460861 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -1798,7 +1798,8 @@ void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, con RD::get_singleton()->draw_list_end(); } -void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render) { +void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); /* Update general SDFGI Buffer */ SDFGIData sdfgi_data; @@ -1881,40 +1882,43 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r SDFGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS]; uint32_t idx = 0; - for (uint32_t j = 0; j < (uint32_t)p_scene_render->render_state.sdfgi_update_data->directional_lights->size(); j++) { + for (uint32_t j = 0; j < (uint32_t)p_render_data->sdfgi_update_data->directional_lights->size(); j++) { if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) { break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j)); - ERR_CONTINUE(!li); + RID light_instance = p_render_data->sdfgi_update_data->directional_lights->get(j); + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); - if (RSG::light_storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { + RID light = light_storage->light_instance_get_base_light(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); + + if (RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { continue; } - Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); dir.y *= y_mult; dir.normalize(); lights[idx].direction[0] = dir.x; lights[idx].direction[1] = dir.y; lights[idx].direction[2] = dir.z; - Color color = RSG::light_storage->light_get_color(li->light); + Color color = RSG::light_storage->light_get_color(light); color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; lights[idx].type = RS::LIGHT_DIRECTIONAL; - lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); - if (p_scene_render->is_using_physical_light_units()) { - lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY); + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); } if (p_render_data->camera_attributes.is_valid()) { lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); } - lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light); idx++; } @@ -1923,45 +1927,49 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascade.position)) * cascade.cell_size; cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cascade.cell_size; - for (uint32_t j = 0; j < p_scene_render->render_state.sdfgi_update_data->positional_light_count; j++) { + for (uint32_t j = 0; j < p_render_data->sdfgi_update_data->positional_light_count; j++) { if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) { break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]); - ERR_CONTINUE(!li); + RID light_instance = p_render_data->sdfgi_update_data->positional_light_instances[j]; + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); + + RID light = light_storage->light_instance_get_base_light(light_instance); + AABB light_aabb = light_storage->light_instance_get_base_aabb(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); - uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light); + uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(light); if (i > max_sdfgi_cascade) { continue; } - if (!cascade_aabb.intersects(li->aabb)) { + if (!cascade_aabb.intersects(light_aabb)) { continue; } - Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); //faster to not do this here //dir.y *= y_mult; //dir.normalize(); lights[idx].direction[0] = dir.x; lights[idx].direction[1] = dir.y; lights[idx].direction[2] = dir.z; - Vector3 pos = li->transform.origin; + Vector3 pos = light_transform.origin; pos.y *= y_mult; lights[idx].position[0] = pos.x; lights[idx].position[1] = pos.y; lights[idx].position[2] = pos.z; - Color color = RSG::light_storage->light_get_color(li->light); + Color color = RSG::light_storage->light_get_color(light); color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; - lights[idx].type = RSG::light_storage->light_get_type(li->light); + lights[idx].type = RSG::light_storage->light_get_type(light); - lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); - if (p_scene_render->is_using_physical_light_units()) { - lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY); + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); // Convert from Luminous Power to Luminous Intensity if (lights[idx].type == RS::LIGHT_OMNI) { @@ -1977,11 +1985,11 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); } - lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); - lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); - lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); - lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE))); - lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light); + lights[idx].attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); + lights[idx].radius = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE); + lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); idx++; } @@ -1994,7 +2002,7 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r } } -void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization) { +void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization) { //print_line("rendering region " + itos(p_region)); ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but... AABB bounds; @@ -2015,7 +2023,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_ } //print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(cascades[cascade].cell_size)); - p_scene_render->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing, p_exposure_normalization); + RendererSceneRenderRD::get_singleton()->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing, p_exposure_normalization); if (cascade_next != cascade) { RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade"); @@ -2353,9 +2361,11 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_ } } -void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) { +void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result) { ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but... + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights"); update_cascades(); @@ -2381,21 +2391,25 @@ void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderScen break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_positional_light_cull_result[i][j]); - ERR_CONTINUE(!li); + RID light_instance = p_positional_light_cull_result[i][j]; + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); + + RID light = light_storage->light_instance_get_base_light(light_instance); + AABB light_aabb = light_storage->light_instance_get_base_aabb(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); - uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light); + uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(light); if (p_cascade_indices[i] > max_sdfgi_cascade) { continue; } - if (!cascade_aabb.intersects(li->aabb)) { + if (!cascade_aabb.intersects(light_aabb)) { continue; } - lights[idx].type = RSG::light_storage->light_get_type(li->light); + lights[idx].type = RSG::light_storage->light_get_type(light); - Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); if (lights[idx].type == RS::LIGHT_DIRECTIONAL) { dir.y *= y_mult; //only makes sense for directional dir.normalize(); @@ -2403,20 +2417,20 @@ void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderScen lights[idx].direction[0] = dir.x; lights[idx].direction[1] = dir.y; lights[idx].direction[2] = dir.z; - Vector3 pos = li->transform.origin; + Vector3 pos = light_transform.origin; pos.y *= y_mult; lights[idx].position[0] = pos.x; lights[idx].position[1] = pos.y; lights[idx].position[2] = pos.z; - Color color = RSG::light_storage->light_get_color(li->light); + Color color = RSG::light_storage->light_get_color(light); color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; - lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); - if (p_scene_render->is_using_physical_light_units()) { - lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY); + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); // Convert from Luminous Power to Luminous Intensity if (lights[idx].type == RS::LIGHT_OMNI) { @@ -2432,11 +2446,11 @@ void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderScen lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); } - lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); - lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); - lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); - lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE))); - lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light); + lights[idx].attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); + lights[idx].radius = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE); + lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); idx++; } @@ -2492,7 +2506,8 @@ void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderScen //////////////////////////////////////////////////////////////////////////////// // VoxelGIInstance -void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { +void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); uint32_t data_version = gi->voxel_gi_get_data_version(probe); @@ -2834,7 +2849,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID last_probe_data_version = data_version; p_update_light_instances = true; //just in case - p_scene_render->_base_uniforms_changed(); + RendererSceneRenderRD::get_singleton()->base_uniforms_changed(); } // UDPDATE TIME @@ -2857,7 +2872,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID for (uint32_t i = 0; i < light_count; i++) { VoxelGILight &l = gi->voxel_gi_lights[i]; RID light_instance = p_light_instances[i]; - RID light = p_scene_render->light_instance_get_base_light(light_instance); + RID light = light_storage->light_instance_get_base_light(light_instance); l.type = RSG::light_storage->light_get_type(light); if (l.type == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { @@ -2868,7 +2883,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID l.attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); l.energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); - if (p_scene_render->is_using_physical_light_units()) { + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { l.energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); l.energy *= gi->voxel_gi_get_baked_exposure_normalization(probe); @@ -2892,7 +2907,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID l.cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); - Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance); + Transform3D xform = light_storage->light_instance_get_base_transform(light_instance); Vector3 pos = to_probe_xform.xform(xform.origin); Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_column(2)).normalized(); @@ -3087,17 +3102,17 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID Projection cm; cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]); - if (p_scene_render->cull_argument.size() == 0) { - p_scene_render->cull_argument.push_back(nullptr); + if (RendererSceneRenderRD::get_singleton()->cull_argument.size() == 0) { + RendererSceneRenderRD::get_singleton()->cull_argument.push_back(nullptr); } - p_scene_render->cull_argument[0] = instance; + RendererSceneRenderRD::get_singleton()->cull_argument[0] = instance; float exposure_normalization = 1.0; - if (p_scene_render->is_using_physical_light_units()) { + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { exposure_normalization = gi->voxel_gi_get_baked_exposure_normalization(probe); } - p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size), exposure_normalization); + RendererSceneRenderRD::get_singleton()->_render_material(to_world_xform * xform, cm, true, RendererSceneRenderRD::get_singleton()->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size), exposure_normalization); VoxelGIDynamicPushConstant push_constant; memset(&push_constant, 0, sizeof(VoxelGIDynamicPushConstant)); @@ -3591,7 +3606,7 @@ Ref<GI::SDFGI> GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint return sdfgi; } -void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) { +void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used) { ERR_FAIL_COND(p_render_buffers.is_null()); RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); @@ -4051,11 +4066,11 @@ bool GI::voxel_gi_needs_update(RID p_probe) const { return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe); } -void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { +void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); ERR_FAIL_COND(!voxel_gi); - voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render); + voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects); } void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index e567c67a3b..2182ca6a20 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -145,7 +145,7 @@ public: Transform3D transform; - void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); + void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects); void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); void free_resources(); }; @@ -687,9 +687,9 @@ public: void debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views); void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); - void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render); - void render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization); - void render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render); + void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data); + void render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization); + void render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result); }; RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; @@ -812,13 +812,13 @@ public: Ref<SDFGI> create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size); - void setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render); + void setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used); void process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances); RID voxel_gi_instance_create(RID p_base); void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform); bool voxel_gi_needs_update(RID p_probe) const; - void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); + void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects); void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); }; diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 307af99e91..21a15ed475 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -1200,18 +1200,17 @@ void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const P // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called // after the depth prepass, but this runs before the depth prepass for (int i = 0; i < (int)p_lights.size(); i++) { - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]); - if (!li) { + if (!light_storage->owns_light_instance(p_lights[i])) { continue; } - RID base = li->light; + RID base = light_storage->light_instance_get_base_light(p_lights[i]); ERR_CONTINUE(base.is_null()); RS::LightType type = light_storage->light_get_type(base); if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count]; - Transform3D light_transform = li->transform; + Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]); Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); sky_light_data.direction[0] = world_direction.x; |