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authorclayjohn <claynjohn@gmail.com>2022-07-31 16:20:24 -0700
committerclayjohn <claynjohn@gmail.com>2022-08-31 12:14:46 -0700
commit385ee5c70b110fc4e6a47c847428bfe3da89e18e (patch)
tree79a98b11b042372e99ed209f033dd721f5a74e14 /servers/rendering
parent736632ee7ed00a3474448cfd227f696f82905ac7 (diff)
Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/dummy/environment/gi.h3
-rw-r--r--servers/rendering/dummy/rasterizer_scene_dummy.h13
-rw-r--r--servers/rendering/dummy/storage/light_storage.h1
-rw-r--r--servers/rendering/environment/renderer_gi.h3
-rw-r--r--servers/rendering/renderer_compositor.h1
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.cpp94
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.h9
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp8
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h8
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.cpp4
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.h4
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp101
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h18
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp51
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h18
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp82
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h11
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp86
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h12
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp193
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h53
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl13
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl27
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl9
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl45
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl49
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl6
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp22
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h11
-rw-r--r--servers/rendering/renderer_scene.h29
-rw-r--r--servers/rendering/renderer_scene_cull.cpp28
-rw-r--r--servers/rendering/renderer_scene_cull.h35
-rw-r--r--servers/rendering/renderer_scene_render.cpp40
-rw-r--r--servers/rendering/renderer_scene_render.h24
-rw-r--r--servers/rendering/rendering_server_default.cpp2
-rw-r--r--servers/rendering/rendering_server_default.h37
-rw-r--r--servers/rendering/rendering_server_globals.cpp1
-rw-r--r--servers/rendering/rendering_server_globals.h2
-rw-r--r--servers/rendering/shader_compiler.cpp2
-rw-r--r--servers/rendering/storage/camera_attributes_storage.cpp177
-rw-r--r--servers/rendering/storage/camera_attributes_storage.h129
-rw-r--r--servers/rendering/storage/environment_storage.cpp63
-rw-r--r--servers/rendering/storage/environment_storage.h24
-rw-r--r--servers/rendering/storage/light_storage.h1
59 files changed, 1077 insertions, 554 deletions
diff --git a/servers/rendering/dummy/environment/gi.h b/servers/rendering/dummy/environment/gi.h
index 76d34cd14e..fea7994cfe 100644
--- a/servers/rendering/dummy/environment/gi.h
+++ b/servers/rendering/dummy/environment/gi.h
@@ -62,6 +62,9 @@ public:
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override {}
virtual float voxel_gi_get_energy(RID p_voxel_gi) const override { return 0.0; }
+ virtual void voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) override {}
+ virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const override { return 1.0; }
+
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override {}
virtual float voxel_gi_get_bias(RID p_voxel_gi) const override { return 0.0; }
diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h
index 8d3a45d696..0d368b765a 100644
--- a/servers/rendering/dummy/rasterizer_scene_dummy.h
+++ b/servers/rendering/dummy/rasterizer_scene_dummy.h
@@ -140,14 +140,6 @@ public:
Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }
- RID camera_effects_allocate() override { return RID(); }
- void camera_effects_initialize(RID p_rid) override {}
- void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override {}
- void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override {}
-
- void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override {}
- void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override {}
-
void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override {}
void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override {}
@@ -188,7 +180,7 @@ public:
void voxel_gi_set_quality(RS::VoxelGIQuality) override {}
- void render_scene(RID 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_effects, 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 = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
+ void render_scene(RID 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_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 = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
void 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) override {}
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override {}
@@ -212,6 +204,9 @@ public:
if (is_environment(p_rid)) {
environment_free(p_rid);
return true;
+ } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
+ RSG::camera_attributes->camera_attributes_free(p_rid);
+ return true;
} else {
return false;
}
diff --git a/servers/rendering/dummy/storage/light_storage.h b/servers/rendering/dummy/storage/light_storage.h
index 0c0ea61df5..79f484d513 100644
--- a/servers/rendering/dummy/storage/light_storage.h
+++ b/servers/rendering/dummy/storage/light_storage.h
@@ -119,6 +119,7 @@ public:
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override {}
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override {}
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override {}
+ virtual void lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) override {}
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override { return PackedVector3Array(); }
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override { return PackedColorArray(); }
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override { return PackedInt32Array(); }
diff --git a/servers/rendering/environment/renderer_gi.h b/servers/rendering/environment/renderer_gi.h
index 70d2bb3a9c..0faf683015 100644
--- a/servers/rendering/environment/renderer_gi.h
+++ b/servers/rendering/environment/renderer_gi.h
@@ -63,6 +63,9 @@ public:
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0;
+ virtual void voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) = 0;
+ virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const = 0;
+
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0;
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
index 4cfded8460..78d4ded617 100644
--- a/servers/rendering/renderer_compositor.h
+++ b/servers/rendering/renderer_compositor.h
@@ -35,6 +35,7 @@
#include "servers/rendering/environment/renderer_gi.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/storage/camera_attributes_storage.h"
#include "servers/rendering/storage/light_storage.h"
#include "servers/rendering/storage/material_storage.h"
#include "servers/rendering/storage/mesh_storage.h"
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
index cc7441776d..27850695b0 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
@@ -33,6 +33,8 @@
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+#include "servers/rendering/rendering_server_default.h"
+#include "servers/rendering/storage/camera_attributes_storage.h"
using namespace RendererRD;
@@ -84,7 +86,7 @@ BokehDOF::~BokehDOF() {
}
}
-void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -92,22 +94,39 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
+ float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
+ float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
+ bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
+ float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
+ float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
+ float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
+
+ bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter();
+ RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
+ RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
+
// setup our push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
- bokeh.push_constant.blur_far_active = p_dof_far;
- bokeh.push_constant.blur_far_begin = p_dof_far_begin;
- bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
-
- bokeh.push_constant.blur_near_active = p_dof_near;
- bokeh.push_constant.blur_near_begin = p_dof_near_begin;
- bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
- bokeh.push_constant.use_jitter = p_use_jitter;
+ bokeh.push_constant.blur_far_active = dof_far;
+ bokeh.push_constant.blur_far_begin = dof_far_begin;
+ bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based.
+ bokeh.push_constant.use_physical_far = dof_far_size < 0.0;
+ bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based.
+
+ bokeh.push_constant.blur_near_active = dof_near;
+ bokeh.push_constant.blur_near_begin = dof_near_begin;
+ bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based.
+ bokeh.push_constant.use_physical_near = dof_near_size < 0.0;
+ bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based.
+
+ bokeh.push_constant.use_jitter = use_jitter;
bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.orthogonal = p_cam_orthogonal;
- bokeh.push_constant.blur_size = p_bokeh_size;
+ bokeh.push_constant.blur_size = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable.
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
@@ -150,9 +169,9 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
- if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
//second pass
- BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
+ BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
@@ -160,9 +179,9 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
static const int quality_samples[4] = { 6, 12, 12, 24 };
- bokeh.push_constant.steps = quality_samples[p_quality];
+ bokeh.push_constant.steps = quality_samples[blur_quality];
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
@@ -187,7 +206,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
//third pass
bokeh.push_constant.second_pass = true;
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
} else {
@@ -200,7 +219,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
//forth pass, upscale for low quality
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
@@ -232,7 +251,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
bokeh.push_constant.steps = 0;
- bokeh.push_constant.blur_scale = quality_scale[p_quality];
+ bokeh.push_constant.blur_scale = quality_scale[blur_quality];
//circle always runs in half size, otherwise too expensive
@@ -273,7 +292,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far,
RD::get_singleton()->compute_list_end();
}
-void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -281,6 +300,17 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
+ float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
+ float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
+ bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
+ float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
+ float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
+ float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
+
+ RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
+ RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
+
// setup our base push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
@@ -292,7 +322,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
- bokeh.push_constant.blur_size = p_dof_blur_amount;
+ bokeh.push_constant.blur_size = bokeh_size;
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -307,17 +337,17 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] }));
RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] }));
- if (p_dof_far || p_dof_near) {
- if (p_dof_far) {
+ if (dof_far || dof_near) {
+ if (dof_far) {
bokeh.push_constant.blur_far_active = true;
- bokeh.push_constant.blur_far_begin = p_dof_far_begin;
- bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+ bokeh.push_constant.blur_far_begin = dof_far_begin;
+ bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size;
}
- if (p_dof_near) {
+ if (dof_near) {
bokeh.push_constant.blur_near_active = true;
- bokeh.push_constant.blur_near_begin = p_dof_near_begin;
- bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
+ bokeh.push_constant.blur_near_begin = dof_near_begin;
+ bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size;
}
{
@@ -337,14 +367,14 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
RD::get_singleton()->draw_list_end();
}
- if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
// double pass approach
- BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
+ BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
//box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
@@ -354,7 +384,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
static const int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.blur_scale = 0.5;
- bokeh.push_constant.steps = quality_samples[p_quality];
+ bokeh.push_constant.steps = quality_samples[blur_quality];
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
@@ -373,7 +403,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
// Pass 2
if (!bokeh.push_constant.half_size) {
// do not output weight, we're writing back into our base buffer
- mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
+ mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
@@ -432,7 +462,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f
}
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
- bokeh.push_constant.blur_scale = quality_scale[p_quality];
+ bokeh.push_constant.blur_scale = quality_scale[blur_quality];
bokeh.push_constant.steps = 0.0;
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h
index 30b33be168..33dbdfcdc1 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.h
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h
@@ -66,6 +66,11 @@ private:
uint32_t use_jitter;
float jitter_seed;
+ uint32_t use_physical_near;
+ uint32_t use_physical_far;
+
+ float blur_size_near;
+ float blur_size_far;
uint32_t pad[2];
};
@@ -111,8 +116,8 @@ public:
BokehDOF(bool p_prefer_raster_effects);
~BokehDOF();
- void bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
- void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
};
} // namespace RendererRD
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index 5507483cee..70f5fc4a6a 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -654,7 +654,7 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -678,7 +678,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
copy.push_constant.glow_white = 0; //actually unused
copy.push_constant.glow_luminance_cap = p_luminance_cap;
- copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+ copy.push_constant.glow_auto_exposure_scale = p_auto_exposure_scale; //unused also
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -705,7 +705,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -729,7 +729,7 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc
blur_raster.push_constant.glow_white = 0; //actually unused
blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
- blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+ blur_raster.push_constant.glow_auto_exposure_scale = p_auto_exposure_scale; //unused also
blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier;
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index d25555eee5..f82726d654 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -86,7 +86,7 @@ private:
float glow_exposure;
float glow_white;
float glow_luminance_cap;
- float glow_auto_exposure_grey;
+ float glow_auto_exposure_scale;
float luminance_multiplier;
float res1;
@@ -148,7 +148,7 @@ private:
float glow_exposure;
float glow_white;
float glow_luminance_cap;
- float glow_auto_exposure_grey;
+ float glow_auto_exposure_scale;
// DOF.
float camera_z_far;
float camera_z_near;
@@ -321,8 +321,8 @@ public:
void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
- void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
- void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
index 38a4a37b8a..3a47b1420b 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
@@ -117,7 +117,7 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
tonemap.push_constant.exposure = p_settings.exposure;
tonemap.push_constant.white = p_settings.white;
- tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+ tonemap.push_constant.auto_exposure_scale = p_settings.auto_exposure_scale;
tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
@@ -203,7 +203,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
tonemap.push_constant.exposure = p_settings.exposure;
tonemap.push_constant.white = p_settings.white;
- tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+ tonemap.push_constant.auto_exposure_scale = p_settings.auto_exposure_scale;
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h
index 05db4a0cbe..e91118e241 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.h
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.h
@@ -77,7 +77,7 @@ private:
float exposure; // 4 - 84
float white; // 4 - 88
- float auto_exposure_grey; // 4 - 92
+ float auto_exposure_scale; // 4 - 92
float luminance_multiplier; // 4 - 96
float pixel_size[2]; // 8 - 104
@@ -124,7 +124,7 @@ public:
float white = 1.0;
bool use_auto_exposure = false;
- float auto_exposure_grey = 0.5;
+ float auto_exposure_scale = 0.5;
RID exposure_texture;
float luminance_multiplier = 1.0;
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 66e984174c..bc4f8d5855 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -287,6 +287,19 @@ float GI::voxel_gi_get_energy(RID p_voxel_gi) const {
return voxel_gi->energy;
}
+void GI::voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->baked_exposure = p_baked_exposure;
+}
+
+float GI::voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->baked_exposure;
+}
+
void GI::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) {
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
ERR_FAIL_COND(!voxel_gi);
@@ -1292,7 +1305,7 @@ void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) {
push_constant.y_mult = y_mult;
if (reads_sky && p_env.is_valid()) {
- push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
+ push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy_multiplier(p_env);
if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) {
push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
@@ -1840,6 +1853,11 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
c.probe_world_offset[2] = probe_ofs.z;
c.to_cell = 1.0 / cascades[i].cell_size;
+ c.exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ c.exposure_normalization = exposure_normalization / cascades[i].baked_exposure_normalization;
+ }
}
RD::get_singleton()->buffer_update(gi->sdfgi_ubo, 0, sizeof(SDFGIData), &sdfgi_data, RD::BARRIER_MASK_COMPUTE);
@@ -1876,6 +1894,14 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
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);
+ }
+
+ 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);
idx++;
@@ -1920,7 +1946,25 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_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].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);
+
+ // Convert from Luminous Power to Luminous Intensity
+ if (lights[idx].type == RS::LIGHT_OMNI) {
+ lights[idx].energy *= 1.0 / (Math_PI * 4.0);
+ } else if (lights[idx].type == RS::LIGHT_SPOT) {
+ // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
+ // We make this assumption to keep them easy to control.
+ lights[idx].energy *= 1.0 / Math_PI;
+ }
+ }
+
+ 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].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);
@@ -1938,7 +1982,7 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
}
}
-void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
+void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization) {
//print_line("rendering region " + itos(p_region));
RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
@@ -1960,7 +2004,7 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr
}
//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_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);
if (cascade_next != cascade) {
RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
@@ -1989,6 +2033,7 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr
}
cascades[cascade].all_dynamic_lights_dirty = true;
+ cascades[cascade].baked_exposure_normalization = p_exposure_normalization;
push_constant.grid_size = cascade_size;
push_constant.cascade = cascade;
@@ -2297,7 +2342,7 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr
}
}
-void GI::SDFGI::render_static_lights(RID 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, RID 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) {
RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
@@ -2358,7 +2403,25 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
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);
+
+ // Convert from Luminous Power to Luminous Intensity
+ if (lights[idx].type == RS::LIGHT_OMNI) {
+ lights[idx].energy *= 1.0 / (Math_PI * 4.0);
+ } else if (lights[idx].type == RS::LIGHT_SPOT) {
+ // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
+ // We make this assumption to keep them easy to control.
+ lights[idx].energy *= 1.0 / Math_PI;
+ }
+ }
+
+ 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].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);
@@ -2794,6 +2857,22 @@ 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()) {
+ l.energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY);
+
+ l.energy *= gi->voxel_gi_get_baked_exposure_normalization(probe);
+
+ // Convert from Luminous Power to Luminous Intensity
+ if (l.type == RS::LIGHT_OMNI) {
+ l.energy *= 1.0 / (Math_PI * 4.0);
+ } else if (l.type == RS::LIGHT_SPOT) {
+ // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
+ // We make this assumption to keep them easy to control.
+ l.energy *= 1.0 / Math_PI;
+ }
+ }
+
l.radius = to_cell.basis.xform(Vector3(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
Color color = RSG::light_storage->light_get_color(light).srgb_to_linear();
l.color[0] = color.r;
@@ -3003,7 +3082,12 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
}
p_scene_render->cull_argument[0] = instance;
- p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
+ float exposure_normalization = 1.0;
+ if (p_scene_render->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);
VoxelGIDynamicPushConstant push_constant;
memset(&push_constant, 0, sizeof(VoxelGIDynamicPushConstant));
@@ -3496,7 +3580,7 @@ GI::SDFGI *GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t
return sdfgi;
}
-void GI::setup_voxel_gi_instances(RID 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, RID 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) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
r_voxel_gi_instances_used = 0;
@@ -3555,6 +3639,11 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra
gipd.normal_bias = voxel_gi_get_normal_bias(base_probe);
gipd.blend_ambient = !voxel_gi_is_interior(base_probe);
gipd.mipmaps = gipi->mipmaps.size();
+ gipd.exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ gipd.exposure_normalization = exposure_normalization / voxel_gi_get_baked_exposure_normalization(base_probe);
+ }
}
r_voxel_gi_instances_used++;
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index 8860445c3b..9ef1914333 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -76,6 +76,7 @@ public:
float dynamic_range = 2.0;
float energy = 1.0;
+ float baked_exposure = 1.0;
float bias = 1.4;
float normal_bias = 0.0;
float propagation = 0.5;
@@ -398,6 +399,9 @@ public:
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) override;
virtual float voxel_gi_get_energy(RID p_voxel_gi) const override;
+ virtual void voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) override;
+ virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const override;
+
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) override;
virtual float voxel_gi_get_bias(RID p_voxel_gi) const override;
@@ -512,6 +516,7 @@ public:
float to_cell;
int32_t probe_offset[3];
uint32_t pad;
+ float pad2[4];
};
//cascade blocks are full-size for volume (128^3), half size for albedo/emission
@@ -551,6 +556,8 @@ public:
RID integrate_uniform_set;
RID lights_buffer;
+ float baked_exposure_normalization = 1.0;
+
bool all_dynamic_lights_dirty = true;
};
@@ -630,8 +637,8 @@ public:
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(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
- void render_static_lights(RID 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 render_region(RID 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, RID 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);
};
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
@@ -705,6 +712,8 @@ public:
float to_probe; // 1/bounds * grid_size
int32_t probe_world_offset[3];
float to_cell; // 1/bounds * grid_size
+ float pad[3];
+ float exposure_normalization;
};
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
@@ -720,6 +729,9 @@ public:
float normal_bias; // 4 - 88
uint32_t blend_ambient; // 4 - 92
uint32_t mipmaps; // 4 - 96
+
+ float pad[3]; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
struct SceneData {
@@ -777,7 +789,7 @@ public:
SDFGI *create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
- void setup_voxel_gi_instances(RID 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, RID 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 process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, 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, RendererSceneRenderRD *p_scene_render);
RID voxel_gi_instance_create(RID p_base);
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 1d6b158d65..d1d18cdd83 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -292,7 +292,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
-void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
+void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@@ -307,7 +307,6 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC
sky_push_constant.position[0] = p_position.x;
sky_push_constant.position[1] = p_position.y;
sky_push_constant.position[2] = p_position.z;
- sky_push_constant.multiplier = p_multiplier;
sky_push_constant.time = p_time;
sky_push_constant.luminance_multiplier = p_luminance_multiplier;
store_transform_3x3(p_orientation, sky_push_constant.orientation);
@@ -762,7 +761,7 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16
tf.width = p_size.width;
tf.height = p_size.height;
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
@@ -868,7 +867,7 @@ void SkyRD::init() {
actions.renames["COLOR"] = "color";
actions.renames["ALPHA"] = "alpha";
actions.renames["EYEDIR"] = "cube_normal";
- actions.renames["POSITION"] = "params.position_multiplier.xyz";
+ actions.renames["POSITION"] = "params.position";
actions.renames["SKY_COORDS"] = "panorama_coords";
actions.renames["SCREEN_UV"] = "uv";
actions.renames["FRAGCOORD"] = "gl_FragCoord";
@@ -1110,7 +1109,7 @@ SkyRD::~SkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
@@ -1220,6 +1219,14 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+ if (p_scene_render->is_using_physical_light_units()) {
+ sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+ }
+
+ if (p_camera_attributes.is_valid()) {
+ sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
+ }
+
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
@@ -1351,8 +1358,6 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
ERR_FAIL_COND(!shader_data);
- float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
-
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
RS::SkyMode sky_mode = sky->mode;
@@ -1415,7 +1420,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1434,7 +1439,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1449,7 +1454,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1475,7 +1480,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
}
sky->processing_layer = 1;
}
-
+ sky->baked_exposure = p_luminance_multiplier;
sky->reflection.dirty = false;
} else {
@@ -1491,7 +1496,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
}
}
-void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time) {
+void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
@@ -1536,7 +1541,6 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera
@@ -1567,7 +1571,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1580,7 +1584,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1594,7 +1598,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1634,7 +1638,6 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera
@@ -1665,7 +1668,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1678,7 +1681,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
}
@@ -1728,7 +1731,6 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
sky_transform.invert();
- float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
// Camera
@@ -1759,7 +1761,7 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
- _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier);
}
void SkyRD::invalidate_sky(Sky *p_sky) {
@@ -1881,6 +1883,13 @@ RID SkyRD::sky_get_material(RID p_sky) const {
return sky->material;
}
+float SkyRD::sky_get_baked_exposure(RID p_sky) const {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND_V(!sky, 1.0);
+
+ return sky->baked_exposure;
+}
+
RID SkyRD::allocate_sky_rid() {
return sky_owner.allocate_rid();
}
diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h
index 080165c112..bac8f44ef7 100644
--- a/servers/rendering/renderer_rd/environment/sky.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -100,10 +100,9 @@ private:
float orientation[12]; // 48 - 48
float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 80
float position[3]; // 12 - 92
- float multiplier; // 4 - 96
- float time; // 4 - 100
- float luminance_multiplier; // 4 - 104
- float pad[2]; // 8 - 112 // Using pad to align on 16 bytes
+ float time; // 4 - 96
+ float pad[3]; // 12 - 108
+ float luminance_multiplier; // 4 - 112
// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
@@ -143,7 +142,7 @@ private:
virtual ~SkyShaderData();
};
- void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
+ void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier);
public:
struct SkySceneState {
@@ -264,6 +263,7 @@ public:
bool dirty = false;
int processing_layer = 0;
Sky *dirty_list = nullptr;
+ float baked_exposure = 1.0;
//State to track when radiance cubemap needs updating
SkyMaterialData *prev_material = nullptr;
@@ -296,9 +296,9 @@ public:
void set_texture_format(RD::DataFormat p_texture_format);
~SkyRD();
- void setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
void update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
- void draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
+ void draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); // only called by clustered renderer
void update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
void draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
@@ -306,6 +306,8 @@ public:
void update_dirty_skys();
RID sky_get_material(RID p_sky) const;
+ RID sky_get_radiance_texture_rd(RID p_sky) const;
+ float sky_get_baked_exposure(RID p_sky) const;
RID allocate_sky_rid();
void initialize_sky_rid(RID p_rid);
@@ -315,8 +317,6 @@ public:
void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
void sky_set_material(RID p_sky, RID p_material);
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
-
- RID sky_get_radiance_texture_rd(RID p_sky) const;
};
} // namespace RendererRD
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 8754e90647..8421598275 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -906,8 +906,9 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_render_data->environment);
- scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
+ float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
+
+ scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
@@ -916,9 +917,9 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
color = color.srgb_to_linear();
- scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
- scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
- scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.use_ambient_cubemap = false;
} else {
@@ -987,6 +988,25 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.ss_effects_flags = 0;
}
+ if (p_render_data->camera_attributes.is_valid()) {
+ scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ scene_state.ubo.IBL_exposure_normalization = 1.0;
+ if (is_environment(p_render_data->environment)) {
+ RID sky_rid = environment_get_sky(p_render_data->environment);
+ if (sky_rid.is_valid()) {
+ float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier();
+ scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid));
+ }
+ }
+ } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) {
+ // This branch is triggered when using render_material().
+ // Emissive is set outside the function, so don't set it.
+ // IBL isn't used don't set it.
+ } else {
+ scene_state.ubo.emissive_exposure_normalization = 1.0;
+ scene_state.ubo.IBL_exposure_normalization = 1.0;
+ }
+
scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
@@ -1383,7 +1403,7 @@ void RenderForwardClustered::_setup_voxelgis(const PagedArray<RID> &p_voxelgis)
}
}
-void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
+void RenderForwardClustered::_setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
scene_state.lightmaps_used = 0;
for (int i = 0; i < (int)p_lightmaps.size(); i++) {
if (i >= (int)scene_state.max_lightmaps) {
@@ -1395,6 +1415,13 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps
Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ scene_state.lightmaps[i].exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float baked_exposure = RendererRD::LightStorage::get_singleton()->lightmap_get_baked_exposure_normalization(lightmap);
+ float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ scene_state.lightmaps[i].exposure_normalization = enf / baked_exposure;
+ }
+
scene_state.lightmap_ids[i] = p_lightmaps[i];
scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
@@ -1513,9 +1540,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
scene_state.ubo.viewport_size[0] = screen_size.x;
scene_state.ubo.viewport_size[1] = screen_size.y;
+ scene_state.ubo.emissive_exposure_normalization = -1.0;
+
RD::get_singleton()->draw_command_begin_label("Render Setup");
- _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform);
+ _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform);
_setup_voxelgis(*p_render_data->voxel_gi_instances);
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
@@ -1539,6 +1568,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID radiance_texture;
bool draw_sky = false;
bool draw_sky_fog_only = false;
+ // We invert luminance_multiplier for sky so that we can combine it with exposure value.
+ float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
Color clear_color;
bool keep_color = false;
@@ -1547,13 +1578,19 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_render_data->environment);
+ float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
+ bg_energy_multiplier *= environment_get_bg_intensity(p_render_data->environment);
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
+
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color = p_default_bg_color;
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
+ clear_color.r *= bg_energy_multiplier;
+ clear_color.g *= bg_energy_multiplier;
+ clear_color.b *= bg_energy_multiplier;
if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
@@ -1561,9 +1598,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
} break;
case RS::ENV_BG_COLOR: {
clear_color = environment_get_bg_color(p_render_data->environment);
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
+ clear_color.r *= bg_energy_multiplier;
+ clear_color.g *= bg_energy_multiplier;
+ clear_color.b *= bg_energy_multiplier;
if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
@@ -1594,11 +1631,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
projection = correction * p_render_data->cam_projection;
}
- sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this);
+
+ sky_energy_multiplier *= bg_energy_multiplier;
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
- sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time);
+ sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -1753,9 +1792,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
Projection correction;
correction.set_depth_correction(true);
Projection projection = correction * p_render_data->cam_projection;
- sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time);
+ sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier);
} else {
- sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label();
}
@@ -2000,7 +2039,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_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) {
+void RenderForwardClustered::_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, float p_exposure_normalization) {
RENDER_TIMESTAMP("Setup Rendering 3D Material");
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
@@ -2018,6 +2057,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = false;
scene_state.ubo.opaque_prepass_threshold = 0.0f;
+ scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -2064,6 +2104,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
scene_state.ubo.opaque_prepass_threshold = 0.0;
+ scene_state.ubo.emissive_exposure_normalization = -1.0;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -2119,7 +2160,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) {
RENDER_TIMESTAMP("Render SDFGI");
RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel");
@@ -2187,6 +2228,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
+ scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 7e71406af8..3d74f6769e 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -218,6 +218,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
struct LightmapData {
float normal_xform[12];
+ float pad[3];
+ float exposure_normalization;
};
struct LightmapCaptureData {
@@ -324,7 +326,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t pancake_shadows;
float taa_jitter[2];
- uint32_t pad[2];
+ float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
+ float IBL_exposure_normalization;
};
struct PushConstant {
@@ -397,7 +400,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
void _setup_voxelgis(const PagedArray<RID> &p_voxelgis);
- void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
+ void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
struct RenderElementInfo {
enum { MAX_REPEATS = (1 << 20) - 1 };
@@ -618,9 +621,9 @@ protected:
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _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) override;
+ virtual void _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, float p_exposure_normalization) override;
virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override;
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override;
public:
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index ffd47cc163..67d001dcb7 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -469,7 +469,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
return render_pass_uniform_sets[p_index];
}
-void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
+void RenderForwardMobile::_setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
// This probably needs to change...
scene_state.lightmaps_used = 0;
for (int i = 0; i < (int)p_lightmaps.size(); i++) {
@@ -482,6 +482,13 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c
Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ scene_state.lightmaps[i].exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float baked_exposure = RendererRD::LightStorage::get_singleton()->lightmap_get_baked_exposure_normalization(lightmap);
+ float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ scene_state.lightmaps[i].exposure_normalization = enf / baked_exposure;
+ }
+
scene_state.lightmap_ids[i] = p_lightmaps[i];
scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
@@ -539,7 +546,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) {
// can't do blit subpass
using_subpass_post_process = false;
- } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || environment_get_auto_exposure(p_render_data->environment) || camera_effects_uses_dof(p_render_data->camera_effects))) {
+ } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes))) {
// can't do blit subpass
using_subpass_post_process = false;
}
@@ -580,10 +587,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
scene_state.ubo.viewport_size[0] = screen_size.x;
scene_state.ubo.viewport_size[1] = screen_size.y;
+ scene_state.ubo.emissive_exposure_normalization = -1.0;
RD::get_singleton()->draw_command_begin_label("Render Setup");
- _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform);
+ _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform);
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
@@ -594,6 +602,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RID radiance_texture;
bool draw_sky = false;
bool draw_sky_fog_only = false;
+ // We invert luminance_multiplier for sky so that we can combine it with exposure value.
+ float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
Color clear_color = p_default_bg_color;
bool keep_color = false;
@@ -602,13 +612,19 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_render_data->environment);
+ float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
+ bg_energy_multiplier *= environment_get_bg_intensity(p_render_data->environment);
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
+
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color = p_default_bg_color;
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
+ clear_color.r *= bg_energy_multiplier;
+ clear_color.g *= bg_energy_multiplier;
+ clear_color.b *= bg_energy_multiplier;
/*
if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
@@ -618,9 +634,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
} break;
case RS::ENV_BG_COLOR: {
clear_color = environment_get_bg_color(p_render_data->environment);
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
+ clear_color.r *= bg_energy_multiplier;
+ clear_color.g *= bg_energy_multiplier;
+ clear_color.b *= bg_energy_multiplier;
/*
if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
@@ -653,11 +669,13 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
projection = correction * p_render_data->cam_projection;
}
- sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this);
+
+ sky_energy_multiplier *= bg_energy_multiplier;
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
- sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
+ sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -681,9 +699,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
Projection correction;
correction.set_depth_correction(true);
Projection projection = correction * p_render_data->cam_projection;
- sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time);
+ sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier);
} else {
- sky.update_res_buffers(p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ sky.update_res_buffers(p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
@@ -780,9 +798,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
Projection correction;
correction.set_depth_correction(true);
Projection projection = correction * p_render_data->cam_projection;
- sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
+ sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier);
} else {
- sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
+ sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
@@ -999,7 +1017,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
/* */
-void RenderForwardMobile::_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) {
+void RenderForwardMobile::_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, float p_exposure_normalization) {
RENDER_TIMESTAMP("Setup Rendering 3D Material");
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
@@ -1009,6 +1027,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = false;
scene_state.ubo.opaque_prepass_threshold = 0.0f;
+ scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
RenderDataRD render_data;
render_data.cam_projection = p_cam_projection;
@@ -1054,6 +1073,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *>
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
+ scene_state.ubo.emissive_exposure_normalization = -1.0;
RenderDataRD render_data;
render_data.instances = &p_instances;
@@ -1112,7 +1132,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *>
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) {
// we don't do GI in low end..
}
@@ -1650,8 +1670,9 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_render_data->environment);
- scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
+ float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
+
+ scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
@@ -1660,9 +1681,9 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
color = color.srgb_to_linear();
- scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
- scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
- scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.use_ambient_cubemap = false;
} else {
@@ -1726,6 +1747,25 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.ssao_enabled = false;
}
+ if (p_render_data->camera_attributes.is_valid()) {
+ scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ scene_state.ubo.IBL_exposure_normalization = 1.0;
+ if (is_environment(p_render_data->environment)) {
+ RID sky_rid = environment_get_sky(p_render_data->environment);
+ if (sky_rid.is_valid()) {
+ float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier();
+ scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid));
+ }
+ }
+ } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) {
+ // This branch is triggered when using render_material().
+ // Emissive is set outside the function, so don't set it.
+ // IBL isn't used don't set it.
+ } else {
+ scene_state.ubo.emissive_exposure_normalization = 1.0;
+ scene_state.ubo.IBL_exposure_normalization = 1.0;
+ }
+
scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 4a7112eb81..cc3e245f2f 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -216,9 +216,9 @@ protected:
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _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) override;
+ virtual void _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, float p_exposure_normalization) override;
virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override;
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
@@ -235,7 +235,7 @@ protected:
static RenderForwardMobile *singleton;
void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
- void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
+ void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
RID render_base_uniform_set;
LocalVector<RID> render_pass_uniform_sets;
@@ -244,6 +244,8 @@ protected:
struct LightmapData {
float normal_xform[12];
+ float pad[3];
+ float exposure_normalization;
};
struct LightmapCaptureData {
@@ -315,8 +317,8 @@ protected:
float reflection_multiplier;
uint32_t pancake_shadows;
- uint32_t pad1;
- uint32_t pad2;
+ float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
+ float IBL_exposure_normalization; // Adjusts for baked exposure.
uint32_t pad3;
};
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index fa83428367..a95dbbe779 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -37,6 +37,7 @@
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
+#include "servers/rendering/storage/camera_attributes_storage.h"
void get_vogel_disk(float *r_kernel, int p_sample_count) {
const float golden_angle = 2.4;
@@ -246,7 +247,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
}
if (use_cube_map) {
- Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy(p_env), p_bake_irradiance, p_size);
+ Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
if (use_ambient_light) {
for (int x = 0; x < p_size.width; x++) {
for (int y = 0; y < p_size.height; y++) {
@@ -256,12 +257,12 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
}
return panorama;
} else {
- const float bg_energy = environment_get_bg_energy(p_env);
+ const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
panorama_color = panorama_color.srgb_to_linear();
- panorama_color.r *= bg_energy;
- panorama_color.g *= bg_energy;
- panorama_color.b *= bg_energy;
+ panorama_color.r *= bg_energy_multiplier;
+ panorama_color.g *= bg_energy_multiplier;
+ panorama_color.b *= bg_energy_multiplier;
if (use_ambient_light) {
panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
@@ -1083,45 +1084,6 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance
//////////////////////////////////////////////////
-RID RendererSceneRenderRD::camera_effects_allocate() {
- return camera_effects_owner.allocate_rid();
-}
-void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
- camera_effects_owner.initialize_rid(p_rid, CameraEffects());
-}
-
-void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
- dof_blur_quality = p_quality;
- dof_blur_use_jitter = p_use_jitter;
-}
-
-void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
- dof_blur_bokeh_shape = p_shape;
-}
-
-void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
- ERR_FAIL_COND(!camfx);
-
- camfx->dof_blur_far_enabled = p_far_enable;
- camfx->dof_blur_far_distance = p_far_distance;
- camfx->dof_blur_far_transition = p_far_transition;
-
- camfx->dof_blur_near_enabled = p_near_enable;
- camfx->dof_blur_near_distance = p_near_distance;
- camfx->dof_blur_near_transition = p_near_transition;
-
- camfx->dof_blur_amount = p_amount;
-}
-
-void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
- ERR_FAIL_COND(!camfx);
-
- camfx->override_exposure_enabled = p_enable;
- camfx->override_exposure = p_exposure;
-}
-
RID RendererSceneRenderRD::light_instance_create(RID p_light) {
RID li = light_instance_owner.make_rid(LightInstance());
@@ -1860,13 +1822,11 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
- // Glow and override exposure (if enabled).
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
-
+ // Glow, auto exposure and DoF (if enabled).
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
bool can_use_storage = _render_buffers_can_be_storage();
- if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
RENDER_TIMESTAMP("Depth of Field");
RD::get_singleton()->draw_command_begin_label("DOF");
if (rb->blur[0].texture.is_null()) {
@@ -1881,7 +1841,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture;
buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture;
- float bokeh_size = camfx->dof_blur_amount * 64.0;
if (can_use_storage) {
for (uint32_t i = 0; i < rb->view_count; i++) {
buffers.base_texture = rb->views[i].view_texture;
@@ -1890,7 +1849,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
float z_near = p_render_data->view_projection[i].get_z_near();
float z_far = p_render_data->view_projection[i].get_z_far();
- bokeh_dof->bokeh_dof_compute(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, z_near, z_far, p_render_data->cam_orthogonal);
+ bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
};
} else {
// Set framebuffers.
@@ -1913,27 +1872,32 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
float z_near = p_render_data->view_projection[i].get_z_near();
float z_far = p_render_data->view_projection[i].get_z_far();
- bokeh_dof->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, z_near, z_far, p_render_data->cam_orthogonal);
+ bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
}
}
RD::get_singleton()->draw_command_end_label();
}
- if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) {
+ float auto_exposure_scale = 1.0;
+
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
RENDER_TIMESTAMP("Auto exposure");
+
RD::get_singleton()->draw_command_begin_label("Auto exposure");
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(rb);
}
+ uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
+ bool set_immediate = auto_exposure_version != rb->auto_exposure_version;
+ rb->auto_exposure_version = auto_exposure_version;
- bool set_immediate = environment_get_auto_exposure_version(p_render_data->environment) != rb->auto_exposure_version;
- rb->auto_exposure_version = environment_get_auto_exposure_version(p_render_data->environment);
-
- double step = environment_get_auto_exp_speed(p_render_data->environment) * time_step;
+ double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
+ float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
+ float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
if (can_use_storage) {
- RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate);
+ RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
} else {
- RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate);
+ RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
}
// Swap final reduce with prev luminance.
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
@@ -1941,6 +1905,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
}
+ auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
+
RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
RD::get_singleton()->draw_command_end_label();
}
@@ -1975,13 +1941,13 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
if (i == 0) {
RID luminance_texture;
- if (environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) {
+ if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
if (can_use_storage) {
- copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, 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, environment_get_auto_exp_scale(p_render_data->environment));
+ copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, 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);
} else {
- copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, 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, environment_get_auto_exp_scale(p_render_data->environment));
+ copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, 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);
}
} else {
if (can_use_storage) {
@@ -2002,10 +1968,10 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RendererRD::ToneMapper::TonemapSettings tonemap;
- if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) {
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
tonemap.use_auto_exposure = true;
tonemap.exposure_texture = rb->luminance.current;
- tonemap.auto_exposure_grey = environment_get_auto_exp_scale(p_render_data->environment);
+ tonemap.auto_exposure_scale = auto_exposure_scale;
} else {
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
@@ -2047,10 +2013,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.exposure = environment_get_exposure(p_render_data->environment);
}
- if (camfx && camfx->override_exposure_enabled) {
- tonemap.exposure = camfx->override_exposure;
- }
-
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
@@ -2093,9 +2055,6 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
- // Override exposure (if enabled).
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
-
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
@@ -2108,18 +2067,15 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
tonemap.white = environment_get_white(p_render_data->environment);
}
- if (camfx && camfx->override_exposure_enabled) {
- tonemap.exposure = camfx->override_exposure;
- }
-
// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
// The problem is that we need to use the result so far and process them before we can
// apply this to our results.
if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
ERR_FAIL_MSG("Glow is not supported when using subpasses.");
}
- if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) {
- ERR_FAIL_MSG("Glow is not supported when using subpasses.");
+
+ if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
+ ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
}
tonemap.use_glow = false;
@@ -2739,7 +2695,7 @@ RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_g
return rb->data;
}
-void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
+void RendererSceneRenderRD::_setup_reflections(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
cluster.reflection_count = 0;
@@ -2796,6 +2752,12 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
+ reflection_ubo.exposure_normalization = 1.0;
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ float exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ reflection_ubo.exposure_normalization = exposure / light_storage->reflection_probe_get_baked_exposure(base_probe);
+ }
Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
@@ -2819,7 +2781,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
}
}
-void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
+void RendererSceneRenderRD::_setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
@@ -2863,7 +2825,17 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
float sign = light_storage->light_is_negative(base) ? -1 : 1;
- light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
+ light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+
+ if (is_using_physical_light_units()) {
+ light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+ } else {
+ light_data.energy *= Math_PI;
+ }
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
light_data.color[0] = linear_col.r;
@@ -3076,7 +3048,26 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
- float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
+ float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * fade;
+
+ if (is_using_physical_light_units()) {
+ energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+
+ // Convert from Luminous Power to Luminous Intensity
+ if (type == RS::LIGHT_OMNI) {
+ energy *= 1.0 / (Math_PI * 4.0);
+ } else {
+ // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
+ // We make this assumption to keep them easy to control.
+ energy *= 1.0 / Math_PI;
+ }
+ } else {
+ energy *= Math_PI;
+ }
+
+ if (p_render_data->camera_attributes.is_valid()) {
+ energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
light_data.color[0] = linear_col.r * energy;
light_data.color[1] = linear_col.g * energy;
@@ -3645,12 +3636,12 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
} else {
//do not render reflections when rendering a reflection probe
- _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
+ _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
}
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
- _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
+ _setup_lights(p_render_data, *p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
_setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
p_render_data->directional_light_count = directional_light_count;
@@ -3673,7 +3664,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
-void RendererSceneRenderRD::render_scene(RID 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_effects, 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, RendererScene::RenderInfo *r_render_info) {
+void RendererSceneRenderRD::render_scene(RID 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_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, RendererScene::RenderInfo *r_render_info) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
// getting this here now so we can direct call a bunch of things more easily
@@ -3719,7 +3710,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_data.lightmaps = &p_lightmaps;
render_data.fog_volumes = &p_fog_volumes;
render_data.environment = p_environment;
- render_data.camera_effects = p_camera_effects;
+ render_data.camera_attributes = p_camera_attributes;
render_data.shadow_atlas = p_shadow_atlas;
render_data.reflection_atlas = p_reflection_atlas;
render_data.reflection_probe = p_reflection_probe;
@@ -3753,11 +3744,15 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
//sdfgi first
if (rb != nullptr && rb->sdfgi != nullptr) {
+ float exposure_normalization = 1.0;
+ if (p_camera_attributes.is_valid()) {
+ exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
+ }
for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
- rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
+ rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this, exposure_normalization);
}
if (render_state.sdfgi_update_data->update_static) {
- rb->sdfgi->render_static_lights(p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this);
+ rb->sdfgi->render_static_lights(&render_data, p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this);
}
}
@@ -3790,6 +3785,9 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
} else {
current_cluster_builder = ra->cluster_builder;
}
+ if (p_camera_attributes.is_valid()) {
+ RendererRD::LightStorage::get_singleton()->reflection_probe_set_baked_exposure(rpi->probe, RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes));
+ }
} else {
ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
current_cluster_builder = nullptr;
@@ -3804,7 +3802,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
rb->sdfgi->update_light();
}
- gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
+ gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
}
render_state.depth_prepass_used = false;
@@ -4041,7 +4039,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
}
void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
- _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
+ _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
}
void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
@@ -4083,9 +4081,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
render_buffers_owner.free(p_rid);
} else if (is_environment(p_rid)) {
environment_free(p_rid);
- } else if (camera_effects_owner.owns(p_rid)) {
- //not much to delete, just free it
- camera_effects_owner.free(p_rid);
+ } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
+ RSG::camera_attributes->camera_attributes_free(p_rid);
} else if (reflection_atlas_owner.owns(p_rid)) {
reflection_atlas_set_size(p_rid, 0, 0);
ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
@@ -4335,8 +4332,8 @@ RendererSceneRenderRD::RendererSceneRenderRD() {
void RendererSceneRenderRD::init() {
max_cluster_elements = get_max_elements();
- directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
- directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
+ directional_shadow.size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
+ directional_shadow.use_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
/* SKY SHADER */
@@ -4395,8 +4392,10 @@ void RendererSceneRenderRD::init() {
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
- camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
- camera_effects_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"));
+ RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
+ RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
+ use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
+
environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
@@ -4414,8 +4413,8 @@ void RendererSceneRenderRD::init() {
directional_soft_shadow_kernel = memnew_arr(float, 128);
penumbra_shadow_kernel = memnew_arr(float, 128);
soft_shadow_kernel = memnew_arr(float, 128);
- positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality"))));
- directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality"))));
+ positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
+ directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 3867fd8605..70109b29da 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -76,7 +76,7 @@ struct RenderDataRD {
const PagedArray<RID> *lightmaps = nullptr;
const PagedArray<RID> *fog_volumes = nullptr;
RID environment;
- RID camera_effects;
+ RID camera_attributes;
RID shadow_atlas;
RID reflection_atlas;
RID reflection_probe;
@@ -114,9 +114,9 @@ protected:
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
- void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
+ void _setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
- void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
+ void _setup_reflections(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
@@ -125,9 +125,9 @@ protected:
virtual void _render_shadow_process() = 0;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
- virtual void _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) = 0;
+ virtual void _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, float p_exposure_normalization) = 0;
virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0;
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
@@ -418,31 +418,11 @@ private:
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
- /* CAMERA EFFECTS */
-
- struct CameraEffects {
- bool dof_blur_far_enabled = false;
- float dof_blur_far_distance = 10;
- float dof_blur_far_transition = 5;
-
- bool dof_blur_near_enabled = false;
- float dof_blur_near_distance = 2;
- float dof_blur_near_transition = 1;
-
- float dof_blur_amount = 0.1;
-
- bool override_exposure_enabled = false;
- float override_exposure = 1;
- };
-
- RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
- RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
- bool dof_blur_use_jitter = false;
RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
float sss_scale = 0.05;
float sss_depth_scale = 0.01;
- mutable RID_Owner<CameraEffects, true> camera_effects_owner;
+ bool use_physical_light_units = false;
/* RENDER BUFFERS */
@@ -592,7 +572,7 @@ private:
uint32_t exterior;
uint32_t box_project;
uint32_t ambient_mode;
- uint32_t pad;
+ float exposure_normalization;
float local_matrix[16]; // up to here for spot and omni, rest is for directional
};
@@ -831,21 +811,8 @@ public:
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
- /* CAMERA EFFECTS */
-
- virtual RID camera_effects_allocate() override;
- virtual void camera_effects_initialize(RID p_rid) override;
-
- virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
- virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
-
- virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override;
- virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
-
- bool camera_effects_uses_dof(RID p_camera_effects) {
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
-
- return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
+ _FORCE_INLINE_ bool is_using_physical_light_units() {
+ return use_physical_light_units;
}
/* LIGHT INSTANCE API */
@@ -1139,7 +1106,7 @@ public:
virtual void update_uniform_sets(){};
- virtual void render_scene(RID 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_effects, 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 = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
+ virtual void render_scene(RID 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_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 = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
virtual void 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) override;
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index 96f5c3e9f2..cb06250cf2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -129,7 +129,7 @@ void main() {
#ifdef GLOW_USE_AUTO_EXPOSURE
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
+ frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale;
#endif
frag_color *= blur.glow_exposure;
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
index 730504571a..06ca198f37 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
@@ -16,7 +16,7 @@ layout(push_constant, std430) uniform Blur {
float glow_exposure; // 04 - 36
float glow_white; // 04 - 40
float glow_luminance_cap; // 04 - 44
- float glow_auto_exposure_grey; // 04 - 48
+ float glow_auto_exposure_scale; // 04 - 48
float luminance_multiplier; // 04 - 52
float res1; // 04 - 56
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0b43af7738..bdf84bb03a 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -41,11 +41,25 @@ float get_depth_at_pos(vec2 uv) {
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
- return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
+ if (params.use_physical_near) {
+ // Physically-based.
+ float d = abs(params.blur_near_begin - depth);
+ return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
+ } else {
+ // Non-physically-based.
+ return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative.
+ }
}
if (params.blur_far_active && depth > params.blur_far_begin) {
- return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ if (params.use_physical_far) {
+ // Physically-based.
+ float d = abs(params.blur_far_begin - depth);
+ return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
+ } else {
+ // Non-physically-based.
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
}
return 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
index b90a527554..4a2b0edc18 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
@@ -20,6 +20,11 @@ layout(push_constant, std430) uniform Params {
bool use_jitter;
float jitter_seed;
+ bool use_physical_near;
+ bool use_physical_far;
+
+ float blur_size_near;
+ float blur_size_far;
uint pad[2];
}
params;
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a06cacfabe..a2bdc2e90e 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -63,11 +63,25 @@ float get_depth_at_pos(vec2 uv) {
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
- return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
+ if (params.use_physical_near) {
+ // Physically-based.
+ float d = abs(params.blur_near_begin - depth);
+ return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
+ } else {
+ // Non-physically-based.
+ return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative.
+ }
}
if (params.blur_far_active && depth > params.blur_far_begin) {
- return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ if (params.use_physical_far) {
+ // Physically-based.
+ float d = abs(params.blur_far_begin - depth);
+ return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
+ } else {
+ // Non-physically-based.
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
}
return 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index 3a4ef86ef0..bfe329b8ec 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -31,7 +31,7 @@ layout(push_constant, std430) uniform Params {
float glow_exposure;
float glow_white;
float glow_luminance_cap;
- float glow_auto_exposure_grey;
+ float glow_auto_exposure_scale;
// DOF.
float camera_z_far;
float camera_z_near;
@@ -185,7 +185,7 @@ void main() {
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
- color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
+ color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_scale;
#endif
color *= params.glow_exposure;
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 62a7b0e7d7..e459756c6a 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -75,7 +75,7 @@ layout(push_constant, std430) uniform Params {
float exposure;
float white;
- float auto_exposure_grey;
+ float auto_exposure_scale;
float luminance_multiplier;
vec2 pixel_size;
@@ -440,7 +440,7 @@ void main() {
#ifndef SUBPASS
if (params.use_auto_exposure) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey);
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_scale);
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 6ea8cb1377..ab927df678 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -32,6 +32,8 @@ struct ProbeCascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image2D ambient_buffer;
@@ -83,6 +85,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {
@@ -241,7 +246,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
diffuse = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
- diffuse_accum += vec4(diffuse * weight, weight);
+ diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);
{
vec3 specular = vec3(0.0);
@@ -255,7 +260,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_
specular = mix(specular, textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb, (roughness - 0.2) * 1.25);
}
- specular_accum += specular * weight;
+ specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
}
}
@@ -574,7 +579,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
}
}
- light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
if (!voxel_gi_instances.data[index].blend_ambient) {
light.a = 1.0;
}
@@ -583,7 +588,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
//radiance
vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias);
- irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
if (!voxel_gi_instances.data[index].blend_ambient) {
irr_light.a = 1.0;
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
index 9640d30e78..177dab16c7 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
@@ -21,6 +21,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 9, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
index 75b1ad2130..a0ef169f03 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
@@ -73,6 +73,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 1, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
index b95fad650e..9f7449b8aa 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
@@ -45,6 +45,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 8, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
index 9c03297f5c..4bdb0dcc72 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
@@ -20,6 +20,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 7, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index e825020a4e..7a0b2af3ce 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -15,10 +15,10 @@ layout(location = 0) out vec2 uv_interp;
layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
- vec4 position_multiplier;
+ vec3 position;
float time;
+ vec3 pad;
float luminance_multiplier;
- float pad[2];
}
params;
@@ -55,10 +55,10 @@ layout(location = 0) in vec2 uv_interp;
layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
- vec4 position_multiplier;
+ vec3 position;
float time;
+ vec3 pad;
float luminance_multiplier;
- float pad[2];
}
params;
@@ -200,17 +200,17 @@ void main() {
#ifdef USE_CUBEMAP_PASS
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier;
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier;
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
#endif
#else
#ifdef USES_HALF_RES_COLOR
- half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
#endif
#endif
@@ -220,7 +220,7 @@ void main() {
}
- frag_color.rgb = color * params.position_multiplier.w;
+ frag_color.rgb = color;
frag_color.a = alpha;
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
@@ -242,12 +242,13 @@ void main() {
#endif // DISABLE_FOG
- // Blending is disabled for Sky, so alpha doesn't blend
- // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+ // Blending is disabled for Sky, so alpha doesn't blend.
+ // Alpha is used for subsurface scattering so make sure it doesn't get applied to Sky.
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
frag_color.a = 0.0;
}
- // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer
- frag_color.rgb = frag_color.rgb / params.luminance_multiplier;
+ // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
+ // For both mobile and clustered, we also bake in the exposure value for the environment and camera.
+ frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index 07d5223472..eed9038502 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -84,6 +84,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 0, binding = 11, std140) uniform VoxelGIs {
@@ -105,6 +108,8 @@ struct SDFVoxelGICascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 1, binding = 0, std140) uniform SDFGI {
@@ -624,7 +629,7 @@ void main() {
light += a * slight;
}
- light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject * voxel_gi_instances.data[i].exposure_normalization;
total_light += light.rgb;
}
@@ -691,7 +696,7 @@ void main() {
vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
- ambient_accum.rgb += ambient * weight;
+ ambient_accum.rgb += ambient * weight * sdfgi.cascades[i].exposure_normalization;
ambient_accum.a += weight;
}
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index a7fca25a6b..7488a3f2c7 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -44,7 +44,7 @@ struct ReflectionData {
bool exterior;
bool box_project;
uint ambient_mode;
- uint pad;
+ float exposure_normalization;
//0-8 is intensity,8-9 is ambient, mode
highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
@@ -52,7 +52,7 @@ struct ReflectionData {
struct DirectionalLightData {
mediump vec3 direction;
- mediump float energy;
+ highp float energy; // needs to be highp to avoid NaNs being created with high energy values (i.e. when using physical light units and over-exposing the image)
mediump vec3 color;
mediump float size;
mediump float specular;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 6b4e4a5a16..26b96b358f 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -986,6 +986,11 @@ void fragment_shader(in SceneData scene_data) {
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+#ifndef MODE_UNSHADED
+ // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
+ emission *= scene_data.emissive_exposure_normalization;
+#endif
+
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
@@ -1015,6 +1020,7 @@ void fragment_shader(in SceneData scene_data) {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light *= scene_data.IBL_exposure_normalization;
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -1035,7 +1041,7 @@ void fragment_shader(in SceneData scene_data) {
#else
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
-
+ cubemap_ambient *= scene_data.IBL_exposure_normalization;
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
}
}
@@ -1094,15 +1100,16 @@ void fragment_shader(in SceneData scene_data) {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) *
+ scene_data.emissive_exposure_normalization;
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -1120,20 +1127,22 @@ void fragment_shader(in SceneData scene_data) {
uint idx = instances.data[instance_index].gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+ float en = lightmaps.data[idx].exposure_normalization;
- ambient_light += lm_light_l0 * 0.282095f;
- ambient_light += lm_light_l1n1 * 0.32573 * n.y;
- ambient_light += lm_light_l1_0 * 0.32573 * n.z;
- ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ ambient_light += lm_light_l0 * 0.282095f * en;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z * en;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x * en;
if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
vec3 r = reflect(normalize(-vertex), normal);
- specular_light += lm_light_l1n1 * 0.32573 * r.y;
- specular_light += lm_light_l1_0 * 0.32573 * r.z;
- specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ specular_light += lm_light_l1n1 * 0.32573 * r.y * en;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z * en;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x * en;
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ uint idx = instances.data[instance_index].gi_offset >> 20;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
}
}
#else
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index f0717294ef..45484b8c47 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -105,6 +105,8 @@ directional_lights;
struct Lightmap {
mat3 normal_xform;
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
@@ -139,6 +141,8 @@ struct SDFVoxelGICascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 15, std140) uniform SDFGI {
@@ -251,7 +255,8 @@ struct SceneData {
bool pancake_shadows;
vec2 taa_jitter;
- uvec2 pad2;
+ float emissive_exposure_normalization;
+ float IBL_exposure_normalization;
};
layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
@@ -340,6 +345,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 1, binding = 17, std140) uniform VoxelGIs {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
index c88bd0a14b..ae5e1b7251 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
@@ -94,7 +94,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
light += cone_weights[i] * cone_light.rgb;
}
- light *= voxel_gi_instances.data[index].dynamic_range;
+ light *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
out_diff += vec4(light * blend, blend);
//irradiance
@@ -102,7 +102,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
if (voxel_gi_instances.data[index].blend_ambient) {
irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
}
- irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
//irr_light=vec3(0.0);
out_spec += vec4(irr_light.rgb * blend, blend);
@@ -189,7 +189,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
- diffuse_accum += vec4(diffuse * weight, weight);
+ diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);
if (use_specular) {
vec3 specular = vec3(0.0);
@@ -203,7 +203,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
}
- specular_accum += specular * weight;
+ specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 7299bb0576..4e6e29b315 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -909,7 +909,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
vec4 reflection;
reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
-
+ reflection.rgb *= reflections.data[ref_index].exposure_normalization;
if (reflections.data[ref_index].exterior) {
reflection.rgb = mix(specular_light, reflection.rgb, blend);
}
@@ -932,6 +932,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
vec4 ambient_out;
ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
+ ambient_out.rgb *= reflections.data[ref_index].exposure_normalization;
ambient_out.a = blend;
if (reflections.data[ref_index].exterior) {
ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 0ffc72f78f..5a5ada7231 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -471,8 +471,10 @@ layout(location = 8) highp in float dp_clip;
#define model_matrix draw_call.transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
+#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
#else
#define projection_matrix scene_data.projection_matrix
+#define inv_projection_matrix scene_data.inv_projection_matrix
#endif
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
@@ -887,6 +889,11 @@ void main() {
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+#ifndef MODE_UNSHADED
+ // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
+ emission *= scene_data.emissive_exposure_normalization;
+#endif
+
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
@@ -915,6 +922,8 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light *= sc_luminance_multiplier;
+ specular_light *= scene_data.IBL_exposure_normalization;
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -935,7 +944,8 @@ void main() {
#else
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
-
+ cubemap_ambient *= sc_luminance_multiplier;
+ cubemap_ambient *= scene_data.IBL_exposure_normalization;
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
}
}
@@ -993,15 +1003,16 @@ void main() {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) *
+ scene_data.emissive_exposure_normalization;
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -1010,6 +1021,8 @@ void main() {
uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
+ uint idx = draw_call.gi_offset >> 20;
+
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
@@ -1017,22 +1030,22 @@ void main() {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- uint idx = draw_call.gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+ float exposure_normalization = lightmaps.data[idx].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f;
- ambient_light += lm_light_l1n1 * 0.32573 * n.y;
- ambient_light += lm_light_l1_0 * 0.32573 * n.z;
- ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization;
if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
vec3 r = reflect(normalize(-vertex), normal);
- specular_light += lm_light_l1n1 * 0.32573 * r.y;
- specular_light += lm_light_l1_0 * 0.32573 * r.z;
- specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization;
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index 98ad674ce0..3a9c52f5bc 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -94,6 +94,8 @@ directional_lights;
struct Lightmap {
mediump mat3 normal_xform;
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
@@ -187,8 +189,8 @@ struct SceneData {
mediump float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
- uint pad1;
- uint pad2;
+ float emissive_exposure_normalization;
+ float IBL_exposure_normalization;
uint pad3;
};
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index b845c1155e..81b0661481 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -93,6 +93,7 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
+ light.param[RS::LIGHT_PARAM_INTENSITY] = p_type == RS::LIGHT_DIRECTIONAL ? 100000.0 : 1000.0;
light_owner.initialize_rid(p_light, light);
}
@@ -502,6 +503,13 @@ void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_
reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
+void LightStorage::reflection_probe_set_baked_exposure(RID p_probe, float p_exposure) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->baked_exposure = p_exposure;
+}
+
AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, AABB());
@@ -569,6 +577,13 @@ int LightStorage::reflection_probe_get_resolution(RID p_probe) const {
return reflection_probe->resolution;
}
+float LightStorage::reflection_probe_get_baked_exposure(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 1.0);
+
+ return reflection_probe->baked_exposure;
+}
+
float LightStorage::reflection_probe_get_intensity(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
@@ -711,6 +726,13 @@ void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedV
lm->tetrahedra = p_tetrahedra;
}
+void LightStorage::lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND(!lm);
+
+ lm->baked_exposure = p_exposure;
+}
+
PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedVector3Array());
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index 7e98a3cb8e..82d609291c 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -87,6 +87,7 @@ private:
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
+ float baked_exposure = 1.0;
Dependency dependency;
};
@@ -99,6 +100,7 @@ private:
bool uses_spherical_harmonics = false;
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
+ float baked_exposure = 1.0;
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
@@ -279,6 +281,8 @@ public:
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
+ void reflection_probe_set_baked_exposure(RID p_probe, float p_exposure);
+
virtual AABB reflection_probe_get_aabb(RID p_probe) const override;
virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
@@ -288,6 +292,7 @@ public:
virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
int reflection_probe_get_resolution(RID p_probe) const;
+ float reflection_probe_get_baked_exposure(RID p_probe) const;
virtual bool reflection_probe_renders_shadows(RID p_probe) const override;
float reflection_probe_get_intensity(RID p_probe) const;
@@ -311,6 +316,7 @@ public:
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
+ virtual void lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) override;
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
@@ -330,6 +336,11 @@ public:
ERR_FAIL_COND_V(!lm, RID());
return lm->light_texture;
}
+ _FORCE_INLINE_ float lightmap_get_baked_exposure_normalization(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, 1.0);
+ return lm->baked_exposure;
+ }
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index ba6fb71e67..ceb205a2f6 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -45,7 +45,7 @@ public:
virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform) = 0;
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
- virtual void camera_set_camera_effects(RID p_camera, RID p_fx) = 0;
+ virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes) = 0;
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
virtual bool is_camera(RID p_camera) const = 0;
@@ -57,7 +57,7 @@ public:
virtual void scenario_initialize(RID p_rid) = 0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
- virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx) = 0;
+ virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes) = 0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;
virtual bool is_scenario(RID p_scenario) const = 0;
@@ -128,7 +128,7 @@ public:
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
- virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
+ virtual void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value) = 0;
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) = 0;
@@ -137,7 +137,8 @@ public:
virtual float environment_get_sky_custom_fov(RID p_env) const = 0;
virtual Basis environment_get_sky_orientation(RID p_env) const = 0;
virtual Color environment_get_bg_color(RID p_env) const = 0;
- virtual float environment_get_bg_energy(RID p_env) const = 0;
+ virtual float environment_get_bg_energy_multiplier(RID p_env) const = 0;
+ virtual float environment_get_bg_intensity(RID p_env) const = 0;
virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
virtual RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const = 0;
virtual Color environment_get_ambient_light(RID p_env) const = 0;
@@ -146,17 +147,11 @@ public:
virtual RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const = 0;
// Tonemap
- virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
+ virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) = 0;
virtual RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const = 0;
virtual float environment_get_exposure(RID p_env) const = 0;
virtual float environment_get_white(RID p_env) const = 0;
- virtual bool environment_get_auto_exposure(RID p_env) const = 0;
- virtual float environment_get_min_luminance(RID p_env) const = 0;
- virtual float environment_get_max_luminance(RID p_env) const = 0;
- virtual float environment_get_auto_exp_speed(RID p_env) const = 0;
- virtual float environment_get_auto_exp_scale(RID p_env) const = 0;
- virtual uint64_t environment_get_auto_exposure_version(RID p_env) const = 0;
// Fog
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
@@ -266,7 +261,6 @@ public:
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
- // Adjustment
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
virtual bool environment_get_adjustments_enabled(RID p_env) const = 0;
@@ -284,17 +278,6 @@ public:
virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
- /* Camera Effects */
-
- virtual RID camera_effects_allocate() = 0;
- virtual void camera_effects_initialize(RID p_rid) = 0;
-
- virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
- virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;
-
- virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
- virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
-
virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 6846916f3f..5276322651 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -93,10 +93,10 @@ void RendererSceneCull::camera_set_environment(RID p_camera, RID p_env) {
camera->env = p_env;
}
-void RendererSceneCull::camera_set_camera_effects(RID p_camera, RID p_fx) {
+void RendererSceneCull::camera_set_camera_attributes(RID p_camera, RID p_attributes) {
Camera *camera = camera_owner.get_or_null(p_camera);
ERR_FAIL_COND(!camera);
- camera->effects = p_fx;
+ camera->attributes = p_attributes;
}
void RendererSceneCull::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
@@ -378,10 +378,10 @@ void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environme
scenario->environment = p_environment;
}
-void RendererSceneCull::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
+void RendererSceneCull::scenario_set_camera_attributes(RID p_scenario, RID p_camera_attributes) {
Scenario *scenario = scenario_owner.get_or_null(p_scenario);
ERR_FAIL_COND(!scenario);
- scenario->camera_effects = p_camera_effects;
+ scenario->camera_attributes = p_camera_attributes;
}
void RendererSceneCull::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
@@ -2537,7 +2537,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
// For now just cull on the first camera
RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_orthogonal);
- _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info);
+ _render_scene(&camera_data, p_render_buffers, environment, camera->attributes, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info);
#endif
}
@@ -2910,7 +2910,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
}
}
-void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) {
+void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_attributes, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) {
Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
Scenario *scenario = scenario_owner.get_or_null(p_scenario);
@@ -3240,11 +3240,11 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
scene_cull_result.light_instances.push_back(directional_lights[i]);
}
- RID camera_effects;
- if (p_force_camera_effects.is_valid()) {
- camera_effects = p_force_camera_effects;
+ RID camera_attributes;
+ if (p_force_camera_attributes.is_valid()) {
+ camera_attributes = p_force_camera_attributes;
} else {
- camera_effects = scenario->camera_effects;
+ camera_attributes = scenario->camera_attributes;
}
/* PROCESS GEOMETRY AND DRAW SCENE */
@@ -3256,7 +3256,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
RENDER_TIMESTAMP("Render 3D Scene");
- scene_render->render_scene(p_render_buffers, p_camera_data, prev_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
+ scene_render->render_scene(p_render_buffers, p_camera_data, prev_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_attributes, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
if (p_viewport.is_valid()) {
RSG::viewport->viewport_set_prev_camera_data(p_viewport, p_camera_data);
@@ -3271,7 +3271,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
render_sdfgi_data[i].instances.clear();
}
- // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, 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, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, 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 RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
+ // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, 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, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, 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 RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
}
RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
@@ -3479,6 +3479,7 @@ void RendererSceneCull::render_probes() {
cache->transform != instance->transform ||
cache->color != RSG::light_storage->light_get_color(instance->base) ||
cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
+ cache->intensity != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY) ||
cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
@@ -3510,6 +3511,7 @@ void RendererSceneCull::render_probes() {
cache->transform != instance->transform ||
cache->color != RSG::light_storage->light_get_color(instance->base) ||
cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
+ cache->intensity != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY) ||
cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
@@ -3556,6 +3558,7 @@ void RendererSceneCull::render_probes() {
cache->transform = instance->transform;
cache->color = RSG::light_storage->light_get_color(instance->base);
cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
+ cache->intensity = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY);
cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
@@ -3578,6 +3581,7 @@ void RendererSceneCull::render_probes() {
cache->transform = instance->transform;
cache->color = RSG::light_storage->light_get_color(instance->base);
cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
+ cache->intensity = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY);
cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 540fb0e27a..6fff6827c0 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -76,7 +76,7 @@ public:
uint32_t visible_layers;
bool vaspect;
RID env;
- RID effects;
+ RID attributes;
Transform3D transform;
@@ -103,7 +103,7 @@ public:
virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
virtual void camera_set_environment(RID p_camera, RID p_env);
- virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
+ virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes);
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
virtual bool is_camera(RID p_camera) const;
@@ -320,7 +320,7 @@ public:
List<Instance *> directional_lights;
RID environment;
RID fallback_environment;
- RID camera_effects;
+ RID camera_attributes;
RID reflection_probe_shadow_atlas;
RID reflection_atlas;
uint64_t used_viewport_visibility_bits;
@@ -354,7 +354,7 @@ public:
virtual void scenario_initialize(RID p_rid);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
+ virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes);
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
virtual bool is_scenario(RID p_scenario) const;
@@ -683,6 +683,7 @@ public:
Transform3D transform;
Color color;
float energy;
+ float intensity;
float bake_energy;
float radius;
float attenuation;
@@ -1054,7 +1055,7 @@ public:
_FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
+ void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_attributes, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
@@ -1099,7 +1100,7 @@ public:
PASS2(environment_set_sky_custom_fov, RID, float)
PASS2(environment_set_sky_orientation, RID, const Basis &)
PASS2(environment_set_bg_color, RID, const Color &)
- PASS2(environment_set_bg_energy, RID, float)
+ PASS3(environment_set_bg_energy, RID, float, float)
PASS2(environment_set_canvas_max_layer, RID, int)
PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)
@@ -1108,7 +1109,8 @@ public:
PASS1RC(float, environment_get_sky_custom_fov, RID)
PASS1RC(Basis, environment_get_sky_orientation, RID)
PASS1RC(Color, environment_get_bg_color, RID)
- PASS1RC(float, environment_get_bg_energy, RID)
+ PASS1RC(float, environment_get_bg_energy_multiplier, RID)
+ PASS1RC(float, environment_get_bg_intensity, RID)
PASS1RC(int, environment_get_canvas_max_layer, RID)
PASS1RC(RS::EnvironmentAmbientSource, environment_get_ambient_source, RID)
PASS1RC(Color, environment_get_ambient_light, RID)
@@ -1117,16 +1119,10 @@ public:
PASS1RC(RS::EnvironmentReflectionSource, environment_get_reflection_source, RID)
// Tonemap
- PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
+ PASS4(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float)
PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID)
PASS1RC(float, environment_get_exposure, RID)
PASS1RC(float, environment_get_white, RID)
- PASS1RC(bool, environment_get_auto_exposure, RID)
- PASS1RC(float, environment_get_min_luminance, RID)
- PASS1RC(float, environment_get_max_luminance, RID)
- PASS1RC(float, environment_get_auto_exp_speed, RID)
- PASS1RC(float, environment_get_auto_exp_scale, RID)
- PASS1RC(uint64_t, environment_get_auto_exposure_version, RID)
// Fog
PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
@@ -1250,17 +1246,6 @@ public:
PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
PASS2(sub_surface_scattering_set_scale, float, float)
- /* CAMERA EFFECTS */
-
- PASS0R(RID, camera_effects_allocate)
- PASS1(camera_effects_initialize, RID)
-
- PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
- PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
-
- PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
- PASS3(camera_effects_set_custom_exposure, RID, bool, float)
-
PASS1(positional_soft_shadow_filter_set_quality, RS::ShadowQuality)
PASS1(directional_soft_shadow_filter_set_quality, RS::ShadowQuality)
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index e024e59ec3..29a0002a32 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -224,8 +224,8 @@ void RendererSceneRender::environment_set_bg_color(RID p_env, const Color &p_col
environment_storage.environment_set_bg_color(p_env, p_color);
}
-void RendererSceneRender::environment_set_bg_energy(RID p_env, float p_energy) {
- environment_storage.environment_set_bg_energy(p_env, p_energy);
+void RendererSceneRender::environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value) {
+ environment_storage.environment_set_bg_energy(p_env, p_multiplier, p_exposure_value);
}
void RendererSceneRender::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
@@ -256,8 +256,12 @@ Color RendererSceneRender::environment_get_bg_color(RID p_env) const {
return environment_storage.environment_get_bg_color(p_env);
}
-float RendererSceneRender::environment_get_bg_energy(RID p_env) const {
- return environment_storage.environment_get_bg_energy(p_env);
+float RendererSceneRender::environment_get_bg_energy_multiplier(RID p_env) const {
+ return environment_storage.environment_get_bg_energy_multiplier(p_env);
+}
+
+float RendererSceneRender::environment_get_bg_intensity(RID p_env) const {
+ return environment_storage.environment_get_bg_intensity(p_env);
}
int RendererSceneRender::environment_get_canvas_max_layer(RID p_env) const {
@@ -286,8 +290,8 @@ RS::EnvironmentReflectionSource RendererSceneRender::environment_get_reflection_
// Tonemap
-void RendererSceneRender::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
- environment_storage.environment_set_tonemap(p_env, p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
+void RendererSceneRender::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) {
+ environment_storage.environment_set_tonemap(p_env, p_tone_mapper, p_exposure, p_white);
}
RS::EnvironmentToneMapper RendererSceneRender::environment_get_tone_mapper(RID p_env) const {
@@ -302,30 +306,6 @@ float RendererSceneRender::environment_get_white(RID p_env) const {
return environment_storage.environment_get_white(p_env);
}
-bool RendererSceneRender::environment_get_auto_exposure(RID p_env) const {
- return environment_storage.environment_get_auto_exposure(p_env);
-}
-
-float RendererSceneRender::environment_get_min_luminance(RID p_env) const {
- return environment_storage.environment_get_min_luminance(p_env);
-}
-
-float RendererSceneRender::environment_get_max_luminance(RID p_env) const {
- return environment_storage.environment_get_max_luminance(p_env);
-}
-
-float RendererSceneRender::environment_get_auto_exp_speed(RID p_env) const {
- return environment_storage.environment_get_auto_exp_speed(p_env);
-}
-
-float RendererSceneRender::environment_get_auto_exp_scale(RID p_env) const {
- return environment_storage.environment_get_auto_exp_scale(p_env);
-}
-
-uint64_t RendererSceneRender::environment_get_auto_exposure_version(RID p_env) const {
- return environment_storage.environment_get_auto_exposure_version(p_env);
-}
-
// Fog
void RendererSceneRender::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) {
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 7f70f4b939..6684773cbc 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -97,7 +97,7 @@ public:
void environment_set_sky_custom_fov(RID p_env, float p_scale);
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
void environment_set_bg_color(RID p_env, const Color &p_color);
- void environment_set_bg_energy(RID p_env, float p_energy);
+ void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG);
// FIXME: Disabled during Vulkan refactoring, should be ported.
@@ -110,7 +110,8 @@ public:
float environment_get_sky_custom_fov(RID p_env) const;
Basis environment_get_sky_orientation(RID p_env) const;
Color environment_get_bg_color(RID p_env) const;
- float environment_get_bg_energy(RID p_env) const;
+ float environment_get_bg_energy_multiplier(RID p_env) const;
+ float environment_get_bg_intensity(RID p_env) const;
int environment_get_canvas_max_layer(RID p_env) const;
RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
Color environment_get_ambient_light(RID p_env) const;
@@ -119,16 +120,10 @@ public:
RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
// Tonemap
- void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
+ void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
float environment_get_exposure(RID p_env) const;
float environment_get_white(RID p_env) const;
- bool environment_get_auto_exposure(RID p_env) const;
- float environment_get_min_luminance(RID p_env) const;
- float environment_get_max_luminance(RID p_env) const;
- float environment_get_auto_exp_speed(RID p_env) const;
- float environment_get_auto_exp_scale(RID p_env) const;
- uint64_t environment_get_auto_exposure_version(RID p_env) const;
// Fog
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective);
@@ -239,15 +234,6 @@ public:
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
- virtual RID camera_effects_allocate() = 0;
- virtual void camera_effects_initialize(RID p_rid) = 0;
-
- virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
- virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;
-
- virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
- virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
-
virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
@@ -331,7 +317,7 @@ public:
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect);
};
- virtual void render_scene(RID 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_effects, 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 = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
+ virtual void render_scene(RID 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_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 = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
virtual void 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) = 0;
virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index 8071b7e416..1f686069bd 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -397,6 +397,7 @@ RenderingServerDefault::RenderingServerDefault(bool p_create_thread) :
RSG::canvas = memnew(RendererCanvasCull);
RSG::viewport = memnew(RendererViewport);
RendererSceneCull *sr = memnew(RendererSceneCull);
+ RSG::camera_attributes = memnew(RendererCameraAttributes);
RSG::scene = sr;
RSG::rasterizer = RendererCompositor::create();
RSG::utilities = RSG::rasterizer->get_utilities();
@@ -418,4 +419,5 @@ RenderingServerDefault::~RenderingServerDefault() {
memdelete(RSG::viewport);
memdelete(RSG::rasterizer);
memdelete(RSG::scene);
+ memdelete(RSG::camera_attributes);
}
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index ba70f02ca5..40912805dc 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -403,6 +403,7 @@ public:
FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
FUNC2(lightmap_set_probe_interior, RID, bool)
FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
+ FUNC2(lightmap_set_baked_exposure_normalization, RID, float)
FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
@@ -453,6 +454,7 @@ public:
FUNC2(voxel_gi_set_dynamic_range, RID, float)
FUNC2(voxel_gi_set_propagation, RID, float)
FUNC2(voxel_gi_set_energy, RID, float)
+ FUNC2(voxel_gi_set_baked_exposure_normalization, RID, float)
FUNC2(voxel_gi_set_bias, RID, float)
FUNC2(voxel_gi_set_normal_bias, RID, float)
FUNC2(voxel_gi_set_interior, RID, bool)
@@ -560,7 +562,7 @@ public:
FUNC2(camera_set_transform, RID, const Transform3D &)
FUNC2(camera_set_cull_mask, RID, uint32_t)
FUNC2(camera_set_environment, RID, RID)
- FUNC2(camera_set_camera_effects, RID, RID)
+ FUNC2(camera_set_camera_attributes, RID, RID)
FUNC2(camera_set_use_vertical_aspect, RID, bool)
/* OCCLUDER */
@@ -668,7 +670,7 @@ public:
FUNC2(environment_set_sky_custom_fov, RID, float)
FUNC2(environment_set_sky_orientation, RID, const Basis &)
FUNC2(environment_set_bg_color, RID, const Color &)
- FUNC2(environment_set_bg_energy, RID, float)
+ FUNC3(environment_set_bg_energy, RID, float, float)
FUNC2(environment_set_canvas_max_layer, RID, int)
FUNC6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource)
@@ -689,7 +691,7 @@ public:
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
FUNC1(environment_glow_set_use_high_quality, bool)
- FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
+ FUNC4(environment_set_tonemap, RID, EnvironmentToneMapper, float, float)
FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
@@ -710,21 +712,28 @@ public:
FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
FUNC2(sub_surface_scattering_set_scale, float, float)
- /* CAMERA EFFECTS */
-
- FUNCRIDSPLIT(camera_effects)
-
- FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
- FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
-
- FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
- FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
-
FUNC1(positional_soft_shadow_filter_set_quality, ShadowQuality);
FUNC1(directional_soft_shadow_filter_set_quality, ShadowQuality);
FUNC1(decals_set_filter, RS::DecalFilter);
FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
+ /* CAMERA ATTRIBUTES */
+
+#undef server_name
+#undef ServerName
+//from now on, calls forwarded to this singleton
+#define ServerName RendererCameraAttributes
+#define server_name RSG::camera_attributes
+
+ FUNCRIDSPLIT(camera_attributes)
+
+ FUNC2(camera_attributes_set_dof_blur_quality, DOFBlurQuality, bool)
+ FUNC1(camera_attributes_set_dof_blur_bokeh_shape, DOFBokehShape)
+
+ FUNC8(camera_attributes_set_dof_blur, RID, bool, float, float, bool, float, float, float)
+ FUNC3(camera_attributes_set_exposure, RID, float, float)
+ FUNC6(camera_attributes_set_auto_exposure, RID, bool, float, float, float, float)
+
/* SCENARIO API */
#undef server_name
@@ -736,7 +745,7 @@ public:
FUNCRIDSPLIT(scenario)
FUNC2(scenario_set_environment, RID, RID)
- FUNC2(scenario_set_camera_effects, RID, RID)
+ FUNC2(scenario_set_camera_attributes, RID, RID)
FUNC2(scenario_set_fallback_environment, RID, RID)
/* INSTANCING API */
diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp
index 46fa49e683..ce7383a03f 100644
--- a/servers/rendering/rendering_server_globals.cpp
+++ b/servers/rendering/rendering_server_globals.cpp
@@ -40,6 +40,7 @@ RendererParticlesStorage *RenderingServerGlobals::particles_storage = nullptr;
RendererTextureStorage *RenderingServerGlobals::texture_storage = nullptr;
RendererGI *RenderingServerGlobals::gi = nullptr;
RendererFog *RenderingServerGlobals::fog = nullptr;
+RendererCameraAttributes *RenderingServerGlobals::camera_attributes = nullptr;
RendererCanvasRender *RenderingServerGlobals::canvas_render = nullptr;
RendererCompositor *RenderingServerGlobals::rasterizer = nullptr;
diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h
index 87d69984f8..6c4ab5a26e 100644
--- a/servers/rendering/rendering_server_globals.h
+++ b/servers/rendering/rendering_server_globals.h
@@ -36,6 +36,7 @@
#include "servers/rendering/renderer_canvas_cull.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/storage/camera_attributes_storage.h"
#include "servers/rendering/storage/light_storage.h"
#include "servers/rendering/storage/material_storage.h"
#include "servers/rendering/storage/mesh_storage.h"
@@ -59,6 +60,7 @@ public:
static RendererTextureStorage *texture_storage;
static RendererGI *gi;
static RendererFog *fog;
+ static RendererCameraAttributes *camera_attributes;
static RendererCanvasRender *canvas_render;
static RendererCompositor *rasterizer;
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index f14350305a..7b33a13ec3 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1239,7 +1239,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
code += ")";
if (is_screen_texture && actions.apply_luminance_multiplier) {
- code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))";
+ code = "(" + code + " / vec4(vec3(sc_luminance_multiplier), 1.0))";
}
} break;
case SL::OP_INDEX: {
diff --git a/servers/rendering/storage/camera_attributes_storage.cpp b/servers/rendering/storage/camera_attributes_storage.cpp
new file mode 100644
index 0000000000..570fefb9de
--- /dev/null
+++ b/servers/rendering/storage/camera_attributes_storage.cpp
@@ -0,0 +1,177 @@
+/*************************************************************************/
+/* camera_attributes_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "camera_attributes_storage.h"
+
+RendererCameraAttributes *RendererCameraAttributes::singleton = nullptr;
+uint64_t RendererCameraAttributes::auto_exposure_counter = 2;
+
+RendererCameraAttributes::RendererCameraAttributes() {
+ singleton = this;
+}
+
+RendererCameraAttributes::~RendererCameraAttributes() {
+ singleton = nullptr;
+}
+
+RID RendererCameraAttributes::camera_attributes_allocate() {
+ return camera_attributes_owner.allocate_rid();
+}
+
+void RendererCameraAttributes::camera_attributes_initialize(RID p_rid) {
+ camera_attributes_owner.initialize_rid(p_rid, CameraAttributes());
+}
+
+void RendererCameraAttributes::camera_attributes_free(RID p_rid) {
+ camera_attributes_owner.free(p_rid);
+}
+
+void RendererCameraAttributes::camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
+ dof_blur_quality = p_quality;
+ dof_blur_use_jitter = p_use_jitter;
+}
+
+void RendererCameraAttributes::camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
+ dof_blur_bokeh_shape = p_shape;
+}
+
+void RendererCameraAttributes::camera_attributes_set_dof_blur(RID p_camera_attributes, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND(!cam_attributes);
+
+ cam_attributes->dof_blur_far_enabled = p_far_enable;
+ cam_attributes->dof_blur_far_distance = p_far_distance;
+ cam_attributes->dof_blur_far_transition = p_far_transition;
+
+ cam_attributes->dof_blur_near_enabled = p_near_enable;
+ cam_attributes->dof_blur_near_distance = p_near_distance;
+ cam_attributes->dof_blur_near_transition = p_near_transition;
+
+ cam_attributes->dof_blur_amount = p_amount;
+}
+
+bool RendererCameraAttributes::camera_attributes_get_dof_far_enabled(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, false);
+ return cam_attributes->dof_blur_far_enabled;
+}
+
+float RendererCameraAttributes::camera_attributes_get_dof_far_distance(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->dof_blur_far_distance;
+}
+
+float RendererCameraAttributes::camera_attributes_get_dof_far_transition(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->dof_blur_far_transition;
+}
+
+bool RendererCameraAttributes::camera_attributes_get_dof_near_enabled(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, false);
+ return cam_attributes->dof_blur_near_enabled;
+}
+
+float RendererCameraAttributes::camera_attributes_get_dof_near_distance(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->dof_blur_near_distance;
+}
+
+float RendererCameraAttributes::camera_attributes_get_dof_near_transition(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->dof_blur_near_transition;
+}
+
+float RendererCameraAttributes::camera_attributes_get_dof_blur_amount(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->dof_blur_amount;
+}
+
+void RendererCameraAttributes::camera_attributes_set_exposure(RID p_camera_attributes, float p_multiplier, float p_exposure_normalization) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND(!cam_attributes);
+ cam_attributes->exposure_multiplier = p_multiplier;
+ cam_attributes->exposure_normalization = p_exposure_normalization;
+}
+
+float RendererCameraAttributes::camera_attributes_get_exposure_normalization_factor(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 1.0);
+
+ return cam_attributes->exposure_multiplier * cam_attributes->exposure_normalization;
+}
+
+void RendererCameraAttributes::camera_attributes_set_auto_exposure(RID p_camera_attributes, bool p_enable, float p_min_sensitivity, float p_max_sensitivity, float p_speed, float p_scale) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND(!cam_attributes);
+ if (!cam_attributes->use_auto_exposure && p_enable) {
+ cam_attributes->auto_exposure_version = ++auto_exposure_counter;
+ }
+ cam_attributes->use_auto_exposure = p_enable;
+ cam_attributes->auto_exposure_min_sensitivity = p_min_sensitivity;
+ cam_attributes->auto_exposure_max_sensitivity = p_max_sensitivity;
+ cam_attributes->auto_exposure_adjust_speed = p_speed;
+ cam_attributes->auto_exposure_scale = p_scale;
+}
+
+float RendererCameraAttributes::camera_attributes_get_auto_exposure_min_sensitivity(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->auto_exposure_min_sensitivity;
+}
+
+float RendererCameraAttributes::camera_attributes_get_auto_exposure_max_sensitivity(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->auto_exposure_max_sensitivity;
+}
+
+float RendererCameraAttributes::camera_attributes_get_auto_exposure_adjust_speed(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->auto_exposure_adjust_speed;
+}
+
+float RendererCameraAttributes::camera_attributes_get_auto_exposure_scale(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0.0);
+ return cam_attributes->auto_exposure_scale;
+}
+
+uint64_t RendererCameraAttributes::camera_attributes_get_auto_exposure_version(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+ ERR_FAIL_COND_V(!cam_attributes, 0);
+ return cam_attributes->auto_exposure_version;
+}
diff --git a/servers/rendering/storage/camera_attributes_storage.h b/servers/rendering/storage/camera_attributes_storage.h
new file mode 100644
index 0000000000..6c7b364b10
--- /dev/null
+++ b/servers/rendering/storage/camera_attributes_storage.h
@@ -0,0 +1,129 @@
+/*************************************************************************/
+/* camera_attributes_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef CAMERA_ATTRIBUTES_STORAGE_H
+#define CAMERA_ATTRIBUTES_STORAGE_H
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering_server.h"
+
+class RendererCameraAttributes {
+private:
+ static RendererCameraAttributes *singleton;
+
+ struct CameraAttributes {
+ float exposure_multiplier = 1.0;
+ float exposure_normalization = 1.0;
+ float exposure_sensitivity = 100.0; // In ISO.
+
+ bool use_auto_exposure = false;
+ float auto_exposure_min_sensitivity = 50.0;
+ float auto_exposure_max_sensitivity = 800.0;
+ float auto_exposure_adjust_speed = 1.0;
+ float auto_exposure_scale = 1.0;
+ uint64_t auto_exposure_version = 0;
+
+ bool dof_blur_far_enabled = false;
+ float dof_blur_far_distance = 10;
+ float dof_blur_far_transition = 5;
+ bool dof_blur_near_enabled = false;
+ float dof_blur_near_distance = 2;
+ float dof_blur_near_transition = 1;
+ float dof_blur_amount = 0.1;
+ };
+
+ RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
+ RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
+ bool dof_blur_use_jitter = false;
+ static uint64_t auto_exposure_counter;
+
+ mutable RID_Owner<CameraAttributes, true> camera_attributes_owner;
+
+public:
+ static RendererCameraAttributes *get_singleton() { return singleton; }
+
+ RendererCameraAttributes();
+ ~RendererCameraAttributes();
+
+ CameraAttributes *get_camera_attributes(RID p_rid) { return camera_attributes_owner.get_or_null(p_rid); };
+ bool owns_camera_attributes(RID p_rid) { return camera_attributes_owner.owns(p_rid); };
+
+ RID camera_attributes_allocate();
+ void camera_attributes_initialize(RID p_rid);
+ void camera_attributes_free(RID p_rid);
+
+ void camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter);
+ void camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape);
+
+ void camera_attributes_set_dof_blur(RID p_camera_attributes, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount);
+ bool camera_attributes_get_dof_far_enabled(RID p_camera_attributes);
+ float camera_attributes_get_dof_far_distance(RID p_camera_attributes);
+ float camera_attributes_get_dof_far_transition(RID p_camera_attributes);
+ bool camera_attributes_get_dof_near_enabled(RID p_camera_attributes);
+ float camera_attributes_get_dof_near_distance(RID p_camera_attributes);
+ float camera_attributes_get_dof_near_transition(RID p_camera_attributes);
+ float camera_attributes_get_dof_blur_amount(RID p_camera_attributes);
+
+ _FORCE_INLINE_ bool camera_attributes_uses_dof(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+
+ return cam_attributes && (cam_attributes->dof_blur_near_enabled || cam_attributes->dof_blur_far_enabled) && cam_attributes->dof_blur_amount > 0.0;
+ }
+
+ void camera_attributes_set_exposure(RID p_camera_attributes, float p_multiplier, float p_exposure_normalization);
+ float camera_attributes_get_exposure_normalization_factor(RID p_camera_attributes);
+
+ void camera_attributes_set_auto_exposure(RID p_camera_attributes, bool p_enable, float p_min_sensitivity, float p_max_sensitivity, float p_speed, float p_scale);
+ float camera_attributes_get_auto_exposure_min_sensitivity(RID p_camera_attributes);
+ float camera_attributes_get_auto_exposure_max_sensitivity(RID p_camera_attributes);
+ float camera_attributes_get_auto_exposure_adjust_speed(RID p_camera_attributes);
+ float camera_attributes_get_auto_exposure_scale(RID p_camera_attributes);
+ uint64_t camera_attributes_get_auto_exposure_version(RID p_camera_attributes);
+
+ _FORCE_INLINE_ bool camera_attributes_uses_auto_exposure(RID p_camera_attributes) {
+ CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
+
+ return cam_attributes && cam_attributes->use_auto_exposure;
+ }
+
+ _FORCE_INLINE_ RS::DOFBlurQuality camera_attributes_get_dof_blur_quality() {
+ return dof_blur_quality;
+ }
+
+ _FORCE_INLINE_ RS::DOFBokehShape camera_attributes_get_dof_blur_bokeh_shape() {
+ return dof_blur_bokeh_shape;
+ }
+
+ _FORCE_INLINE_ bool camera_attributes_get_dof_blur_use_jitter() {
+ return dof_blur_use_jitter;
+ }
+};
+
+#endif // CAMERA_ATTRIBUTES_STORAGE_H
diff --git a/servers/rendering/storage/environment_storage.cpp b/servers/rendering/storage/environment_storage.cpp
index 1d4dc55e98..19cb067025 100644
--- a/servers/rendering/storage/environment_storage.cpp
+++ b/servers/rendering/storage/environment_storage.cpp
@@ -30,8 +30,6 @@
#include "environment_storage.h"
-uint64_t RendererEnvironmentStorage::auto_exposure_counter = 2;
-
RID RendererEnvironmentStorage::environment_allocate() {
return environment_owner.allocate_rid();
}
@@ -76,10 +74,11 @@ void RendererEnvironmentStorage::environment_set_bg_color(RID p_env, const Color
env->bg_color = p_color;
}
-void RendererEnvironmentStorage::environment_set_bg_energy(RID p_env, float p_energy) {
+void RendererEnvironmentStorage::environment_set_bg_energy(RID p_env, float p_multiplier, float p_intensity) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
- env->bg_energy = p_energy;
+ env->bg_energy_multiplier = p_multiplier;
+ env->bg_intensity = p_intensity;
}
void RendererEnvironmentStorage::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
@@ -128,10 +127,16 @@ Color RendererEnvironmentStorage::environment_get_bg_color(RID p_env) const {
return env->bg_color;
}
-float RendererEnvironmentStorage::environment_get_bg_energy(RID p_env) const {
+float RendererEnvironmentStorage::environment_get_bg_energy_multiplier(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, 1.0);
- return env->bg_energy;
+ return env->bg_energy_multiplier;
+}
+
+float RendererEnvironmentStorage::environment_get_bg_intensity(RID p_env) const {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 1.0);
+ return env->bg_intensity;
}
int RendererEnvironmentStorage::environment_get_canvas_max_layer(RID p_env) const {
@@ -172,20 +177,12 @@ RS::EnvironmentReflectionSource RendererEnvironmentStorage::environment_get_refl
// Tonemap
-void RendererEnvironmentStorage::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+void RendererEnvironmentStorage::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->exposure = p_exposure;
env->tone_mapper = p_tone_mapper;
- if (!env->auto_exposure && p_auto_exposure) {
- env->auto_exposure_version = ++auto_exposure_counter;
- }
- env->auto_exposure = p_auto_exposure;
env->white = p_white;
- env->min_luminance = p_min_luminance;
- env->max_luminance = p_max_luminance;
- env->auto_exp_speed = p_auto_exp_speed;
- env->auto_exp_scale = p_auto_exp_scale;
}
RS::EnvironmentToneMapper RendererEnvironmentStorage::environment_get_tone_mapper(RID p_env) const {
@@ -206,42 +203,6 @@ float RendererEnvironmentStorage::environment_get_white(RID p_env) const {
return env->white;
}
-bool RendererEnvironmentStorage::environment_get_auto_exposure(RID p_env) const {
- Environment *env = environment_owner.get_or_null(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->auto_exposure;
-}
-
-float RendererEnvironmentStorage::environment_get_min_luminance(RID p_env) const {
- Environment *env = environment_owner.get_or_null(p_env);
- ERR_FAIL_COND_V(!env, 0.2);
- return env->min_luminance;
-}
-
-float RendererEnvironmentStorage::environment_get_max_luminance(RID p_env) const {
- Environment *env = environment_owner.get_or_null(p_env);
- ERR_FAIL_COND_V(!env, 8.0);
- return env->max_luminance;
-}
-
-float RendererEnvironmentStorage::environment_get_auto_exp_speed(RID p_env) const {
- Environment *env = environment_owner.get_or_null(p_env);
- ERR_FAIL_COND_V(!env, 0.2);
- return env->auto_exp_speed;
-}
-
-float RendererEnvironmentStorage::environment_get_auto_exp_scale(RID p_env) const {
- Environment *env = environment_owner.get_or_null(p_env);
- ERR_FAIL_COND_V(!env, 0.5);
- return env->auto_exp_scale;
-}
-
-uint64_t RendererEnvironmentStorage::environment_get_auto_exposure_version(RID p_env) const {
- Environment *env = environment_owner.get_or_null(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->auto_exposure_version;
-}
-
// Fog
void RendererEnvironmentStorage::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
diff --git a/servers/rendering/storage/environment_storage.h b/servers/rendering/storage/environment_storage.h
index 29bba86930..2821d299a8 100644
--- a/servers/rendering/storage/environment_storage.h
+++ b/servers/rendering/storage/environment_storage.h
@@ -46,7 +46,8 @@ private:
float sky_custom_fov = 0.0;
Basis sky_orientation;
Color bg_color;
- float bg_energy = 1.0;
+ float bg_energy_multiplier = 1.0;
+ float bg_intensity = 1.0; // Measured in nits or candela/m^2. Default to 1.0 so this doesn't impact rendering when Physical Light Units disabled.
int canvas_max_layer = 0;
RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
Color ambient_light;
@@ -58,12 +59,6 @@ private:
RS::EnvironmentToneMapper tone_mapper;
float exposure = 1.0;
float white = 1.0;
- bool auto_exposure = false;
- float min_luminance = 0.2;
- float max_luminance = 8.0;
- float auto_exp_speed = 0.2;
- float auto_exp_scale = 0.5;
- uint64_t auto_exposure_version = 0;
// Fog
bool fog_enabled = false;
@@ -149,8 +144,6 @@ private:
RID color_correction = RID();
};
- static uint64_t auto_exposure_counter;
-
mutable RID_Owner<Environment, true> environment_owner;
public:
@@ -168,7 +161,7 @@ public:
void environment_set_sky_custom_fov(RID p_env, float p_scale);
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
void environment_set_bg_color(RID p_env, const Color &p_color);
- void environment_set_bg_energy(RID p_env, float p_energy);
+ void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG);
// FIXME: Disabled during Vulkan refactoring, should be ported.
@@ -181,7 +174,8 @@ public:
float environment_get_sky_custom_fov(RID p_env) const;
Basis environment_get_sky_orientation(RID p_env) const;
Color environment_get_bg_color(RID p_env) const;
- float environment_get_bg_energy(RID p_env) const;
+ float environment_get_bg_energy_multiplier(RID p_env) const;
+ float environment_get_bg_intensity(RID p_env) const;
int environment_get_canvas_max_layer(RID p_env) const;
RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
Color environment_get_ambient_light(RID p_env) const;
@@ -190,16 +184,10 @@ public:
RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
// Tonemap
- void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
+ void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
float environment_get_exposure(RID p_env) const;
float environment_get_white(RID p_env) const;
- bool environment_get_auto_exposure(RID p_env) const;
- float environment_get_min_luminance(RID p_env) const;
- float environment_get_max_luminance(RID p_env) const;
- float environment_get_auto_exp_speed(RID p_env) const;
- float environment_get_auto_exp_scale(RID p_env) const;
- uint64_t environment_get_auto_exposure_version(RID p_env) const;
// Fog
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective);
diff --git a/servers/rendering/storage/light_storage.h b/servers/rendering/storage/light_storage.h
index 087ea1a025..b04bc671ee 100644
--- a/servers/rendering/storage/light_storage.h
+++ b/servers/rendering/storage/light_storage.h
@@ -124,6 +124,7 @@ public:
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) = 0;
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) = 0;
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) = 0;
+ virtual void lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) = 0;
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const = 0;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const = 0;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const = 0;