diff options
Diffstat (limited to 'servers/rendering/renderer_rd/environment/gi.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.cpp | 4082 |
1 files changed, 4082 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp new file mode 100644 index 0000000000..550fe27e4c --- /dev/null +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -0,0 +1,4082 @@ +/*************************************************************************/ +/* gi.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 "gi.h" + +#include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" +#include "servers/rendering/rendering_server_default.h" + +using namespace RendererRD; + +const Vector3i GI::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF); + +GI *GI::singleton = nullptr; + +//////////////////////////////////////////////////////////////////////////////// +// VOXEL GI STORAGE + +RID GI::voxel_gi_allocate() { + return voxel_gi_owner.allocate_rid(); +} + +void GI::voxel_gi_free(RID p_voxel_gi) { + voxel_gi_allocate_data(p_voxel_gi, Transform3D(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + voxel_gi->dependency.deleted_notify(p_voxel_gi); + voxel_gi_owner.free(p_voxel_gi); +} + +void GI::voxel_gi_initialize(RID p_voxel_gi) { + voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI()); +} + +void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + if (voxel_gi->octree_buffer.is_valid()) { + RD::get_singleton()->free(voxel_gi->octree_buffer); + RD::get_singleton()->free(voxel_gi->data_buffer); + if (voxel_gi->sdf_texture.is_valid()) { + RD::get_singleton()->free(voxel_gi->sdf_texture); + } + + voxel_gi->sdf_texture = RID(); + voxel_gi->octree_buffer = RID(); + voxel_gi->data_buffer = RID(); + voxel_gi->octree_buffer_size = 0; + voxel_gi->data_buffer_size = 0; + voxel_gi->cell_count = 0; + } + + voxel_gi->to_cell_xform = p_to_cell_xform; + voxel_gi->bounds = p_aabb; + voxel_gi->octree_size = p_octree_size; + voxel_gi->level_counts = p_level_counts; + + if (p_octree_cells.size()) { + ERR_FAIL_COND(p_octree_cells.size() % 32 != 0); //cells size must be a multiple of 32 + + uint32_t cell_count = p_octree_cells.size() / 32; + + ERR_FAIL_COND(p_data_cells.size() != (int)cell_count * 16); //see that data size matches + + voxel_gi->cell_count = cell_count; + voxel_gi->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells); + voxel_gi->octree_buffer_size = p_octree_cells.size(); + voxel_gi->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells); + voxel_gi->data_buffer_size = p_data_cells.size(); + + if (p_distance_field.size()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = voxel_gi->octree_size.x; + tf.height = voxel_gi->octree_size.y; + tf.depth = voxel_gi->octree_size.z; + tf.texture_type = RD::TEXTURE_TYPE_3D; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + Vector<Vector<uint8_t>> s; + s.push_back(p_distance_field); + voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s); + RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture"); + } +#if 0 + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = voxel_gi->octree_size.x; + tf.height = voxel_gi->octree_size.y; + tf.depth = voxel_gi->octree_size.z; + tf.type = RD::TEXTURE_TYPE_3D; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UNORM); + tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UINT); + voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture"); + } + RID shared_tex; + { + RD::TextureView tv; + tv.format_override = RD::DATA_FORMAT_R8_UINT; + shared_tex = RD::get_singleton()->texture_create_shared(tv, voxel_gi->sdf_texture); + } + //update SDF texture + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 1; + u.append_id(voxel_gi->octree_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(voxel_gi->data_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.append_id(shared_tex); + uniforms.push_back(u); + } + + RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, voxel_gi_sdf_shader_version_shader, 0); + + { + uint32_t push_constant[4] = { 0, 0, 0, 0 }; + + for (int i = 0; i < voxel_gi->level_counts.size() - 1; i++) { + push_constant[0] += voxel_gi->level_counts[i]; + } + push_constant[1] = push_constant[0] + voxel_gi->level_counts[voxel_gi->level_counts.size() - 1]; + + print_line("offset: " + itos(push_constant[0])); + print_line("size: " + itos(push_constant[1])); + //create SDF + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, voxel_gi_sdf_shader_pipeline); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, push_constant, sizeof(uint32_t) * 4); + RD::get_singleton()->compute_list_dispatch(compute_list, voxel_gi->octree_size.x / 4, voxel_gi->octree_size.y / 4, voxel_gi->octree_size.z / 4); + RD::get_singleton()->compute_list_end(); + } + + RD::get_singleton()->free(uniform_set); + RD::get_singleton()->free(shared_tex); + } +#endif + } + + voxel_gi->version++; + voxel_gi->data_version++; + + voxel_gi->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +AABB GI::voxel_gi_get_bounds(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, AABB()); + + return voxel_gi->bounds; +} + +Vector3i GI::voxel_gi_get_octree_size(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector3i()); + return voxel_gi->octree_size; +} + +Vector<uint8_t> GI::voxel_gi_get_octree_cells(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); + + if (voxel_gi->octree_buffer.is_valid()) { + return RD::get_singleton()->buffer_get_data(voxel_gi->octree_buffer); + } + return Vector<uint8_t>(); +} + +Vector<uint8_t> GI::voxel_gi_get_data_cells(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); + + if (voxel_gi->data_buffer.is_valid()) { + return RD::get_singleton()->buffer_get_data(voxel_gi->data_buffer); + } + return Vector<uint8_t>(); +} + +Vector<uint8_t> GI::voxel_gi_get_distance_field(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); + + if (voxel_gi->data_buffer.is_valid()) { + return RD::get_singleton()->texture_get_data(voxel_gi->sdf_texture, 0); + } + return Vector<uint8_t>(); +} + +Vector<int> GI::voxel_gi_get_level_counts(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector<int>()); + + return voxel_gi->level_counts; +} + +Transform3D GI::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Transform3D()); + + return voxel_gi->to_cell_xform; +} + +void GI::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->dynamic_range = p_range; + voxel_gi->version++; +} + +float GI::voxel_gi_get_dynamic_range(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->dynamic_range; +} + +void GI::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->propagation = p_range; + voxel_gi->version++; +} + +float GI::voxel_gi_get_propagation(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->propagation; +} + +void GI::voxel_gi_set_energy(RID p_voxel_gi, float p_energy) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->energy = p_energy; +} + +float GI::voxel_gi_get_energy(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->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); + + voxel_gi->bias = p_bias; +} + +float GI::voxel_gi_get_bias(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->bias; +} + +void GI::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_normal_bias) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->normal_bias = p_normal_bias; +} + +float GI::voxel_gi_get_normal_bias(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->normal_bias; +} + +void GI::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->interior = p_enable; +} + +void GI::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->use_two_bounces = p_enable; + voxel_gi->version++; +} + +bool GI::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, false); + return voxel_gi->use_two_bounces; +} + +bool GI::voxel_gi_is_interior(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->interior; +} + +uint32_t GI::voxel_gi_get_version(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->version; +} + +uint32_t GI::voxel_gi_get_data_version(RID p_voxel_gi) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->data_version; +} + +RID GI::voxel_gi_get_octree_buffer(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, RID()); + return voxel_gi->octree_buffer; +} + +RID GI::voxel_gi_get_data_buffer(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, RID()); + return voxel_gi->data_buffer; +} + +RID GI::voxel_gi_get_sdf_texture(RID p_voxel_gi) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, RID()); + + return voxel_gi->sdf_texture; +} + +Dependency *GI::voxel_gi_get_dependency(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, nullptr); + + return &voxel_gi->dependency; +} + +//////////////////////////////////////////////////////////////////////////////// +// SDFGI + +void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + gi = p_gi; + num_cascades = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_cascades(p_env); + min_cell_size = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_min_cell_size(p_env); + uses_occlusion = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_use_occlusion(p_env); + y_scale_mode = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_y_scale(p_env); + static const float y_scale[3] = { 2.0, 1.5, 1.0 }; + y_mult = y_scale[y_scale_mode]; + cascades.resize(num_cascades); + probe_axis_count = SDFGI::PROBE_DIVISOR + 1; + solid_cell_ratio = gi->sdfgi_solid_cell_ratio; + solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio); + + float base_cell_size = min_cell_size; + + RD::TextureFormat tf_sdf; + tf_sdf.format = RD::DATA_FORMAT_R8_UNORM; + tf_sdf.width = cascade_size; // Always 64x64 + tf_sdf.height = cascade_size; + tf_sdf.depth = cascade_size; + tf_sdf.texture_type = RD::TEXTURE_TYPE_3D; + tf_sdf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + + { + RD::TextureFormat tf_render = tf_sdf; + tf_render.format = RD::DATA_FORMAT_R16_UINT; + render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_albedo, "VoxelGI Render Albedo"); + tf_render.format = RD::DATA_FORMAT_R32_UINT; + render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_emission, "VoxelGI Render Emission"); + render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_emission_aniso, "VoxelGI Render Emission Aniso"); + + tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize + + for (int i = 0; i < 8; i++) { + render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_occlusion[i], String("VoxelGI Render Occlusion ") + itos(i)); + } + + tf_render.format = RD::DATA_FORMAT_R32_UINT; + render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_geom_facing, "VoxelGI Render Geometry Facing"); + + tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT; + render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_sdf[0], "VoxelGI Render SDF 0"); + render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_sdf[1], "VoxelGI Render SDF 1"); + + tf_render.width /= 2; + tf_render.height /= 2; + tf_render.depth /= 2; + + render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_sdf_half[0], "VoxelGI Render SDF Half 0"); + render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_sdf_half[1], "VoxelGI Render SDF Half 1"); + } + + RD::TextureFormat tf_occlusion = tf_sdf; + tf_occlusion.format = RD::DATA_FORMAT_R16_UINT; + tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT); + tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16); + tf_occlusion.depth *= cascades.size(); //use depth for occlusion slices + tf_occlusion.width *= 2; //use width for the other half + + RD::TextureFormat tf_light = tf_sdf; + tf_light.format = RD::DATA_FORMAT_R32_UINT; + tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT); + tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32); + + RD::TextureFormat tf_aniso0 = tf_sdf; + tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + RD::TextureFormat tf_aniso1 = tf_sdf; + tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM; + + int passes = nearest_shift(cascade_size) - 1; + + //store lightprobe SH + RD::TextureFormat tf_probes; + tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf_probes.width = probe_axis_count * probe_axis_count; + tf_probes.height = probe_axis_count * SDFGI::SH_SIZE; + tf_probes.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + tf_probes.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + + history_size = p_requested_history_size; + + RD::TextureFormat tf_probe_history = tf_probes; + tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed + tf_probe_history.array_layers = history_size; + + RD::TextureFormat tf_probe_average = tf_probes; + tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed + tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D; + + lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView()); + RD::get_singleton()->set_resource_name(lightprobe_history_scroll, "VoxelGI LightProbe History Scroll"); + lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView()); + RD::get_singleton()->set_resource_name(lightprobe_average_scroll, "VoxelGI LightProbe Average Scroll"); + + { + //octahedral lightprobes + RD::TextureFormat tf_octprobes = tf_probes; + tf_octprobes.array_layers = cascades.size() * 2; + tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE + tf_octprobes.width = probe_axis_count * probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2); + tf_octprobes.height = probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2); + tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT); + tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32); + //lightprobe texture is an octahedral texture + + lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView()); + RD::get_singleton()->set_resource_name(lightprobe_data, "VoxelGI LightProbe Data"); + RD::TextureView tv; + tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; + lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data); + + //texture handling ambient data, to integrate with volumetric foc + RD::TextureFormat tf_ambient = tf_probes; + tf_ambient.array_layers = cascades.size(); + tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE + tf_ambient.width = probe_axis_count * probe_axis_count; + tf_ambient.height = probe_axis_count; + tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + //lightprobe texture is an octahedral texture + ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView()); + RD::get_singleton()->set_resource_name(ambient_texture, "VoxelGI Ambient Texture"); + } + + cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES); + + occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView()); + RD::get_singleton()->set_resource_name(occlusion_data, "VoxelGI Occlusion Data"); + { + RD::TextureView tv; + tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16; + occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data); + } + + for (uint32_t i = 0; i < cascades.size(); i++) { + SDFGI::Cascade &cascade = cascades[i]; + + /* 3D Textures */ + + cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.sdf_tex, "VoxelGI Cascade SDF Texture"); + + cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.light_data, "VoxelGI Cascade Light Data"); + + cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.light_aniso_0_tex, "VoxelGI Cascade Light Aniso 0 Texture"); + cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.light_aniso_1_tex, "VoxelGI Cascade Light Aniso 1 Texture"); + + { + RD::TextureView tv; + tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; + cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data); + + RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); + RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); + RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); + } + + cascade.cell_size = base_cell_size; + Vector3 world_position = p_world_position; + world_position.y *= y_mult; + int32_t probe_cells = cascade_size / SDFGI::PROBE_DIVISOR; + Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells; + Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor()); + cascade.position = probe_pos * probe_cells; + + cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL; + + base_cell_size *= 2.0; + + /* Probe History */ + + cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "VoxelGI Cascade LightProbe History Texture"); + RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work + + cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "VoxelGI Cascade LightProbe Average Texture"); + RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work + + /* Buffers */ + + cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * solid_cell_count); + cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT); + cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS)); + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1 + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(render_albedo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + for (int j = 0; j < 8; j++) { + u.append_id(render_occlusion[j]); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 4; + u.append_id(render_emission); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 5; + u.append_id(render_emission_aniso); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 6; + u.append_id(render_geom_facing); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 7; + u.append_id(cascade.sdf_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 8; + u.append_id(occlusion_data); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 10; + u.append_id(cascade.solid_cell_dispatch_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 11; + u.append_id(cascade.solid_cell_buffer); + uniforms.push_back(u); + } + + cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_STORE), 0); + } + + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(render_albedo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(render_geom_facing); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.append_id(render_emission); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 4; + u.append_id(render_emission_aniso); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 5; + u.append_id(cascade.solid_cell_dispatch_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 6; + u.append_id(cascade.solid_cell_buffer); + uniforms.push_back(u); + } + + cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL), 0); + } + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + for (int j = 0; j < 8; j++) { + u.append_id(render_occlusion[j]); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(occlusion_data); + uniforms.push_back(u); + } + + cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0); + } + } + + //direct light + for (uint32_t i = 0; i < cascades.size(); i++) { + SDFGI::Cascade &cascade = cascades[i]; + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (j < cascades.size()) { + u.append_id(cascades[j].sdf_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.append_id(cascade.solid_cell_dispatch_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.append_id(cascade.solid_cell_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 5; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.append_id(cascade.light_data); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 6; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.append_id(cascade.light_aniso_0_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 7; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.append_id(cascade.light_aniso_1_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 8; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(cascades_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 9; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.append_id(cascade.lights_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 10; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(lightprobe_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 11; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(occlusion_texture); + uniforms.push_back(u); + } + + cascade.sdf_direct_light_static_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_STATIC), 0); + cascade.sdf_direct_light_dynamic_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC), 0); + } + + //preprocess initialize uniform set + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(render_albedo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(render_sdf[0]); + uniforms.push_back(u); + } + + sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0); + } + + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(render_albedo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(render_sdf_half[0]); + uniforms.push_back(u); + } + + sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0); + } + + //jump flood uniform set + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(render_sdf[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(render_sdf[1]); + uniforms.push_back(u); + } + + jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); + RID aux0 = uniforms.write[0].get_id(0); + RID aux1 = uniforms.write[1].get_id(0); + uniforms.write[0].set_id(0, aux1); + uniforms.write[1].set_id(0, aux0); + jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); + } + //jump flood half uniform set + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(render_sdf_half[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(render_sdf_half[1]); + uniforms.push_back(u); + } + + jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); + RID aux0 = uniforms.write[0].get_id(0); + RID aux1 = uniforms.write[1].get_id(0); + uniforms.write[0].set_id(0, aux1); + uniforms.write[1].set_id(0, aux0); + jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); + } + + //upscale half size sdf + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(render_albedo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.append_id(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass + uniforms.push_back(u); + } + + upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1; + sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0); + } + + //occlusion uniform set + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(render_albedo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + for (int i = 0; i < 8; i++) { + u.append_id(render_occlusion[i]); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.append_id(render_geom_facing); + uniforms.push_back(u); + } + + occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_OCCLUSION), 0); + } + + for (uint32_t i = 0; i < cascades.size(); i++) { + //integrate uniform + + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (j < cascades.size()) { + u.append_id(cascades[j].sdf_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (j < cascades.size()) { + u.append_id(cascades[j].light_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (j < cascades.size()) { + u.append_id(cascades[j].light_aniso_0_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (j < cascades.size()) { + u.append_id(cascades[j].light_aniso_1_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 6; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 7; + u.append_id(cascades_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 8; + u.append_id(lightprobe_data); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 9; + u.append_id(cascades[i].lightprobe_history_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 10; + u.append_id(cascades[i].lightprobe_average_tex); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 11; + u.append_id(lightprobe_history_scroll); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 12; + u.append_id(lightprobe_average_scroll); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 13; + RID parent_average; + if (cascades.size() == 1) { + // If there is only one SDFGI cascade, we can't use the previous cascade for blending. + parent_average = cascades[i].lightprobe_average_tex; + } else if (i < cascades.size() - 1) { + parent_average = cascades[i + 1].lightprobe_average_tex; + } else { + parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used + } + u.append_id(parent_average); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 14; + u.append_id(ambient_texture); + uniforms.push_back(u); + } + + cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 0); + } + + bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env); + energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env); + normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env); + probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env); + reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env); +} + +void GI::SDFGI::free_data() { + // we don't free things here, we handle SDFGI differently at the moment destructing the object when it needs to change. +} + +GI::SDFGI::~SDFGI() { + for (uint32_t i = 0; i < cascades.size(); i++) { + const SDFGI::Cascade &c = cascades[i]; + RD::get_singleton()->free(c.light_data); + RD::get_singleton()->free(c.light_aniso_0_tex); + RD::get_singleton()->free(c.light_aniso_1_tex); + RD::get_singleton()->free(c.sdf_tex); + RD::get_singleton()->free(c.solid_cell_dispatch_buffer); + RD::get_singleton()->free(c.solid_cell_buffer); + RD::get_singleton()->free(c.lightprobe_history_tex); + RD::get_singleton()->free(c.lightprobe_average_tex); + RD::get_singleton()->free(c.lights_buffer); + } + + RD::get_singleton()->free(render_albedo); + RD::get_singleton()->free(render_emission); + RD::get_singleton()->free(render_emission_aniso); + + RD::get_singleton()->free(render_sdf[0]); + RD::get_singleton()->free(render_sdf[1]); + + RD::get_singleton()->free(render_sdf_half[0]); + RD::get_singleton()->free(render_sdf_half[1]); + + for (int i = 0; i < 8; i++) { + RD::get_singleton()->free(render_occlusion[i]); + } + + RD::get_singleton()->free(render_geom_facing); + + RD::get_singleton()->free(lightprobe_data); + RD::get_singleton()->free(lightprobe_history_scroll); + RD::get_singleton()->free(lightprobe_average_scroll); + RD::get_singleton()->free(occlusion_data); + RD::get_singleton()->free(ambient_texture); + + RD::get_singleton()->free(cascades_ubo); + + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + if (RD::get_singleton()->uniform_set_is_valid(debug_uniform_set[v])) { + RD::get_singleton()->free(debug_uniform_set[v]); + } + debug_uniform_set[v] = RID(); + } + + if (RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) { + RD::get_singleton()->free(debug_probes_uniform_set); + } + debug_probes_uniform_set = RID(); + + if (debug_probes_scene_data_ubo.is_valid()) { + RD::get_singleton()->free(debug_probes_scene_data_ubo); + debug_probes_scene_data_ubo = RID(); + } +} + +void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) { + bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env); + energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env); + normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env); + probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env); + reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env); + + int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2; + + for (uint32_t i = 0; i < cascades.size(); i++) { + SDFGI::Cascade &cascade = cascades[i]; + cascade.dirty_regions = Vector3i(); + + Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5; + probe_half_size = Vector3(0, 0, 0); + + Vector3 world_position = p_world_position; + world_position.y *= y_mult; + Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size); + + for (int j = 0; j < 3; j++) { + if (pos_in_cascade[j] < cascade.position[j]) { + while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) { + cascade.position[j] -= drag_margin * 2; + cascade.dirty_regions[j] += drag_margin * 2; + } + } else if (pos_in_cascade[j] > cascade.position[j]) { + while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) { + cascade.position[j] += drag_margin * 2; + cascade.dirty_regions[j] -= drag_margin * 2; + } + } + + if (cascade.dirty_regions[j] == 0) { + continue; // not dirty + } else if (uint32_t(ABS(cascade.dirty_regions[j])) >= cascade_size) { + //moved too much, just redraw everything (make all dirty) + cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL; + break; + } + } + + if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) { + //see how much the total dirty volume represents from the total volume + uint32_t total_volume = cascade_size * cascade_size * cascade_size; + uint32_t safe_volume = 1; + for (int j = 0; j < 3; j++) { + safe_volume *= cascade_size - ABS(cascade.dirty_regions[j]); + } + uint32_t dirty_volume = total_volume - safe_volume; + if (dirty_volume > (safe_volume / 2)) { + //more than half the volume is dirty, make all dirty so its only rendered once + cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL; + } + } + } +} + +void GI::SDFGI::update_light() { + RD::get_singleton()->draw_command_begin_label("SDFGI Update dynamic Light"); + + /* Update dynamic light */ + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC]); + + SDFGIShader::DirectLightPushConstant push_constant; + + push_constant.grid_size[0] = cascade_size; + push_constant.grid_size[1] = cascade_size; + push_constant.grid_size[2] = cascade_size; + push_constant.max_cascades = cascades.size(); + push_constant.probe_axis_size = probe_axis_count; + push_constant.bounce_feedback = bounce_feedback; + push_constant.y_mult = y_mult; + push_constant.use_occlusion = uses_occlusion; + + for (uint32_t i = 0; i < cascades.size(); i++) { + SDFGI::Cascade &cascade = cascades[i]; + push_constant.light_count = cascade_dynamic_light_count[i]; + push_constant.cascade = i; + + if (cascades[i].all_dynamic_lights_dirty || gi->sdfgi_frames_to_update_light == RS::ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME) { + push_constant.process_offset = 0; + push_constant.process_increment = 1; + } else { + static const uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = { + 1, 2, 4, 8, 16 + }; + + uint32_t frames_to_update = frames_to_update_table[gi->sdfgi_frames_to_update_light]; + + push_constant.process_offset = RSG::rasterizer->get_frame_number() % frames_to_update; + push_constant.process_increment = frames_to_update; + } + cascades[i].all_dynamic_lights_dirty = false; + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_dynamic_uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant)); + RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0); + } + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); + RD::get_singleton()->draw_command_end_label(); +} + +void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) { + RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes"); + + SDFGIShader::IntegratePushConstant push_constant; + push_constant.grid_size[1] = cascade_size; + push_constant.grid_size[2] = cascade_size; + push_constant.grid_size[0] = cascade_size; + push_constant.max_cascades = cascades.size(); + push_constant.probe_axis_size = probe_axis_count; + push_constant.history_index = render_pass % history_size; + push_constant.history_size = history_size; + static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 }; + push_constant.ray_count = ray_count[gi->sdfgi_ray_count]; + push_constant.ray_bias = probe_bias; + push_constant.image_size[0] = probe_axis_count * probe_axis_count; + push_constant.image_size[1] = probe_axis_count; + push_constant.store_ambient_texture = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_enabled(p_env); + + RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set; + push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_DISABLED; + push_constant.y_mult = y_mult; + + if (reads_sky && p_env.is_valid()) { + 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; + Color c = RSG::texture_storage->get_default_clear_color().srgb_to_linear(); + push_constant.sky_color[0] = c.r; + push_constant.sky_color[1] = c.g; + push_constant.sky_color[2] = c.b; + } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_COLOR) { + push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR; + Color c = RendererSceneRenderRD::get_singleton()->environment_get_bg_color(p_env); + push_constant.sky_color[0] = c.r; + push_constant.sky_color[1] = c.g; + push_constant.sky_color[2] = c.b; + + } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_SKY) { + if (p_sky && p_sky->radiance.is_valid()) { + if (integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(integrate_sky_uniform_set)) { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 0; + u.append_id(p_sky->radiance); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 1; + u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + + integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 1); + } + sky_uniform_set = integrate_sky_uniform_set; + push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_SKY; + } + } + } + + render_pass++; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_PROCESS]); + + int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR; + for (uint32_t i = 0; i < cascades.size(); i++) { + push_constant.cascade = i; + push_constant.world_offset[0] = cascades[i].position.x / probe_divisor; + push_constant.world_offset[1] = cascades[i].position.y / probe_divisor; + push_constant.world_offset[2] = cascades[i].position.z / probe_divisor; + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1); + } + + //end later after raster to avoid barriering on layout changes + //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); + + RD::get_singleton()->draw_command_end_label(); +} + +void GI::SDFGI::store_probes() { + RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE); + RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes"); + + SDFGIShader::IntegratePushConstant push_constant; + push_constant.grid_size[1] = cascade_size; + push_constant.grid_size[2] = cascade_size; + push_constant.grid_size[0] = cascade_size; + push_constant.max_cascades = cascades.size(); + push_constant.probe_axis_size = probe_axis_count; + push_constant.history_index = render_pass % history_size; + push_constant.history_size = history_size; + static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 }; + push_constant.ray_count = ray_count[gi->sdfgi_ray_count]; + push_constant.ray_bias = probe_bias; + push_constant.image_size[0] = probe_axis_count * probe_axis_count; + push_constant.image_size[1] = probe_axis_count; + push_constant.store_ambient_texture = false; + + push_constant.sky_mode = 0; + push_constant.y_mult = y_mult; + + // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces + RENDER_TIMESTAMP("Average SDFGI Probes"); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]); + + //convert to octahedral to store + push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE; + push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE; + + for (uint32_t i = 0; i < cascades.size(); i++) { + push_constant.cascade = i; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1); + } + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); + + RD::get_singleton()->draw_command_end_label(); +} + +int GI::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const { + int dirty_count = 0; + for (uint32_t i = 0; i < cascades.size(); i++) { + const SDFGI::Cascade &c = cascades[i]; + + if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) { + if (dirty_count == p_region) { + r_local_offset = Vector3i(); + r_local_size = Vector3i(1, 1, 1) * cascade_size; + + r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / y_mult, 1); + r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1); + return i; + } + dirty_count++; + } else { + for (int j = 0; j < 3; j++) { + if (c.dirty_regions[j] != 0) { + if (dirty_count == p_region) { + Vector3i from = Vector3i(0, 0, 0); + Vector3i to = Vector3i(1, 1, 1) * cascade_size; + + if (c.dirty_regions[j] > 0) { + //fill from the beginning + to[j] = c.dirty_regions[j]; + } else { + //fill from the end + from[j] = to[j] + c.dirty_regions[j]; + } + + for (int k = 0; k < j; k++) { + // "chip" away previous regions to avoid re-voxelizing the same thing + if (c.dirty_regions[k] > 0) { + from[k] += c.dirty_regions[k]; + } else if (c.dirty_regions[k] < 0) { + to[k] += c.dirty_regions[k]; + } + } + + r_local_offset = from; + r_local_size = to - from; + + r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / y_mult, 1); + r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1); + + return i; + } + + dirty_count++; + } + } + } + } + return -1; +} + +void GI::SDFGI::update_cascades() { + //update cascades + SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES]; + int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR; + + for (uint32_t i = 0; i < cascades.size(); i++) { + Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size; + + cascade_data[i].offset[0] = pos.x; + cascade_data[i].offset[1] = pos.y; + cascade_data[i].offset[2] = pos.z; + cascade_data[i].to_cell = 1.0 / cascades[i].cell_size; + cascade_data[i].probe_offset[0] = cascades[i].position.x / probe_divisor; + cascade_data[i].probe_offset[1] = cascades[i].position.y / probe_divisor; + cascade_data[i].probe_offset[2] = cascades[i].position.z / probe_divisor; + cascade_data[i].pad = 0; + } + + RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE); +} + +void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); + + for (uint32_t v = 0; v < p_view_count; v++) { + if (!debug_uniform_set[v].is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set[v])) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { + if (i < cascades.size()) { + u.append_id(cascades[i].sdf_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { + if (i < cascades.size()) { + u.append_id(cascades[i].light_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { + if (i < cascades.size()) { + u.append_id(cascades[i].light_aniso_0_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { + if (i < cascades.size()) { + u.append_id(cascades[i].light_aniso_1_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 5; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(occlusion_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 8; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 9; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(cascades_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 10; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.append_id(p_texture_views[v]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 11; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(lightprobe_texture); + uniforms.push_back(u); + } + debug_uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0); + } + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set[v], 0); + + SDFGIShader::DebugPushConstant push_constant; + push_constant.grid_size[0] = cascade_size; + push_constant.grid_size[1] = cascade_size; + push_constant.grid_size[2] = cascade_size; + push_constant.max_cascades = cascades.size(); + push_constant.screen_size[0] = p_width; + push_constant.screen_size[1] = p_height; + push_constant.y_mult = y_mult; + + push_constant.z_near = -p_projections[v].get_z_near(); + + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + push_constant.cam_basis[i][j] = p_transform.basis.rows[j][i]; + } + } + push_constant.cam_origin[0] = p_transform.origin[0]; + push_constant.cam_origin[1] = p_transform.origin[1]; + push_constant.cam_origin[2] = p_transform.origin[2]; + + // need to properly unproject for asymmetric projection matrices in stereo.. + Projection inv_projection = p_projections[v].inverse(); + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 3; j++) { + push_constant.inv_projection[j][i] = inv_projection.columns[i][j]; + } + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1); + RD::get_singleton()->compute_list_end(); + } + + Size2i rtsize = texture_storage->render_target_get_size(p_render_target); + copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2i(Point2i(), rtsize), true, false, false, false, RID(), p_view_count > 1); +} + +void GI::SDFGI::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) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + // setup scene data + { + SDFGIShader::DebugProbesSceneData scene_data; + + if (debug_probes_scene_data_ubo.is_null()) { + debug_probes_scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIShader::DebugProbesSceneData)); + } + + for (uint32_t v = 0; v < p_view_count; v++) { + RendererRD::MaterialStorage::store_camera(p_camera_with_transforms[v], scene_data.projection[v]); + } + + RD::get_singleton()->buffer_update(debug_probes_scene_data_ubo, 0, sizeof(SDFGIShader::DebugProbesSceneData), &scene_data, RD::BARRIER_MASK_RASTER); + } + + // setup push constant + SDFGIShader::DebugProbesPushConstant push_constant; + + //gen spheres from strips + uint32_t band_points = 16; + push_constant.band_power = 4; + push_constant.sections_in_band = ((band_points / 2) - 1); + push_constant.band_mask = band_points - 2; + push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band); + push_constant.y_mult = y_mult; + + uint32_t total_points = push_constant.sections_in_band * band_points; + uint32_t total_probes = probe_axis_count * probe_axis_count * probe_axis_count; + + push_constant.grid_size[0] = cascade_size; + push_constant.grid_size[1] = cascade_size; + push_constant.grid_size[2] = cascade_size; + push_constant.cascade = 0; + + push_constant.probe_axis_size = probe_axis_count; + + if (!debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(cascades_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(lightprobe_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(occlusion_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 5; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(debug_probes_scene_data_ubo); + uniforms.push_back(u); + } + + debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_probes.version_get_shader(gi->sdfgi_shader.debug_probes_shader, 0), 0); + } + + SDFGIShader::ProbeDebugMode mode = p_view_count > 1 ? SDFGIShader::PROBE_DEBUG_PROBES_MULTIVIEW : SDFGIShader::PROBE_DEBUG_PROBES; + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CONTINUE, p_will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); + RD::get_singleton()->draw_command_begin_label("Debug SDFGI"); + + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, gi->sdfgi_shader.debug_probes_pipeline[mode].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, debug_probes_uniform_set, 0); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, false, total_probes, total_points); + + if (gi->sdfgi_debug_probe_dir != Vector3()) { + uint32_t cascade = 0; + Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0); + Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0); + Vector3 ray_from = gi->sdfgi_debug_probe_pos; + Vector3 ray_to = gi->sdfgi_debug_probe_pos + gi->sdfgi_debug_probe_dir * cascades[cascade].cell_size * Math::sqrt(3.0) * cascade_size; + float sphere_radius = 0.2; + float closest_dist = 1e20; + gi->sdfgi_debug_probe_enabled = false; + + Vector3i probe_from = cascades[cascade].position / (cascade_size / SDFGI::PROBE_DIVISOR); + for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) { + for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) { + for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) { + Vector3 pos = offset + probe_size * Vector3(i, j, k); + Vector3 res; + if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) { + float d = ray_from.distance_to(res); + if (d < closest_dist) { + closest_dist = d; + gi->sdfgi_debug_probe_enabled = true; + gi->sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k); + } + } + } + } + } + + gi->sdfgi_debug_probe_dir = Vector3(); + } + + if (gi->sdfgi_debug_probe_enabled) { + uint32_t cascade = 0; + uint32_t probe_cells = (cascade_size / SDFGI::PROBE_DIVISOR); + Vector3i probe_from = cascades[cascade].position / probe_cells; + Vector3i ofs = gi->sdfgi_debug_probe_index - probe_from; + if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) { + return; + } + if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) { + return; + } + + uint32_t mult = (SDFGI::PROBE_DIVISOR + 1); + uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x; + + push_constant.probe_debug_index = index; + + uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2; + + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, gi->sdfgi_shader.debug_probes_pipeline[p_view_count > 1 ? SDFGIShader::PROBE_DEBUG_VISIBILITY_MULTIVIEW : SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, debug_probes_uniform_set, 0); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, false, cell_count, total_points); + } + + RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_list_end(); +} + +void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + /* Update general SDFGI Buffer */ + + SDFGIData sdfgi_data; + + sdfgi_data.grid_size[0] = cascade_size; + sdfgi_data.grid_size[1] = cascade_size; + sdfgi_data.grid_size[2] = cascade_size; + + sdfgi_data.max_cascades = cascades.size(); + sdfgi_data.probe_axis_size = probe_axis_count; + sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance + sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1; + sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1; + + float csize = cascade_size; + sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]); + sdfgi_data.use_occlusion = uses_occlusion; + //sdfgi_data.energy = energy; + + sdfgi_data.y_mult = y_mult; + + float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]); + float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size; + sdfgi_data.occlusion_clamp[0] = occlusion_clamp; + sdfgi_data.occlusion_clamp[1] = occlusion_clamp; + sdfgi_data.occlusion_clamp[2] = occlusion_clamp; + sdfgi_data.normal_bias = (normal_bias / csize) * sdfgi_data.cascade_probe_size[0]; + + //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) ); + //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx; + + uint32_t oct_size = SDFGI::LIGHTPROBE_OCT_SIZE; + + sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size); + sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size); + sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0; + + sdfgi_data.energy = energy; + + sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0]; + sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1]; + sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0]; + + sdfgi_data.occlusion_renormalize[0] = 0.5; + sdfgi_data.occlusion_renormalize[1] = 1.0; + sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades); + + int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR; + + for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) { + SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i]; + Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size; + Vector3 cam_origin = p_transform.origin; + cam_origin.y *= y_mult; + pos -= cam_origin; //make pos local to camera, to reduce numerical error + c.position[0] = pos.x; + c.position[1] = pos.y; + c.position[2] = pos.z; + c.to_probe = 1.0 / (float(cascade_size) * cascades[i].cell_size / float(probe_axis_count - 1)); + + Vector3i probe_ofs = cascades[i].position / probe_divisor; + c.probe_world_offset[0] = probe_ofs.x; + c.probe_world_offset[1] = probe_ofs.y; + 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); + + /* Update dynamic lights in SDFGI cascades */ + + for (uint32_t i = 0; i < cascades.size(); i++) { + SDFGI::Cascade &cascade = cascades[i]; + + SDFGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS]; + uint32_t idx = 0; + for (uint32_t j = 0; j < (uint32_t)p_render_data->sdfgi_update_data->directional_lights->size(); j++) { + if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) { + break; + } + + RID light_instance = p_render_data->sdfgi_update_data->directional_lights->get(j); + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); + + RID light = light_storage->light_instance_get_base_light(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); + + if (RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { + continue; + } + + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); + dir.y *= y_mult; + dir.normalize(); + lights[idx].direction[0] = dir.x; + lights[idx].direction[1] = dir.y; + lights[idx].direction[2] = dir.z; + Color color = RSG::light_storage->light_get_color(light); + color = color.srgb_to_linear(); + lights[idx].color[0] = color.r; + lights[idx].color[1] = color.g; + lights[idx].color[2] = color.b; + lights[idx].type = RS::LIGHT_DIRECTIONAL; + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + } + + if (p_render_data->camera_attributes.is_valid()) { + lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(light); + + idx++; + } + + AABB cascade_aabb; + cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascade.position)) * cascade.cell_size; + cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cascade.cell_size; + + for (uint32_t j = 0; j < p_render_data->sdfgi_update_data->positional_light_count; j++) { + if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) { + break; + } + + RID light_instance = p_render_data->sdfgi_update_data->positional_light_instances[j]; + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); + + RID light = light_storage->light_instance_get_base_light(light_instance); + AABB light_aabb = light_storage->light_instance_get_base_aabb(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); + + uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(light); + if (i > max_sdfgi_cascade) { + continue; + } + + if (!cascade_aabb.intersects(light_aabb)) { + continue; + } + + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); + //faster to not do this here + //dir.y *= y_mult; + //dir.normalize(); + lights[idx].direction[0] = dir.x; + lights[idx].direction[1] = dir.y; + lights[idx].direction[2] = dir.z; + Vector3 pos = light_transform.origin; + pos.y *= y_mult; + lights[idx].position[0] = pos.x; + lights[idx].position[1] = pos.y; + lights[idx].position[2] = pos.z; + Color color = RSG::light_storage->light_get_color(light); + color = color.srgb_to_linear(); + lights[idx].color[0] = color.r; + lights[idx].color[1] = color.g; + lights[idx].color[2] = color.b; + lights[idx].type = RSG::light_storage->light_get_type(light); + + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + + // Convert from Luminous Power to Luminous Intensity + if (lights[idx].type == RS::LIGHT_OMNI) { + 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(light); + lights[idx].attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); + lights[idx].radius = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE); + lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + + idx++; + } + + if (idx > 0) { + RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights, RD::BARRIER_MASK_COMPUTE); + } + + cascade_dynamic_light_count[i] = idx; + } +} + +void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization) { + //print_line("rendering region " + itos(p_region)); + ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but... + AABB bounds; + Vector3i from; + Vector3i size; + + int cascade_prev = get_pending_region_data(p_region - 1, from, size, bounds); + int cascade_next = get_pending_region_data(p_region + 1, from, size, bounds); + int cascade = get_pending_region_data(p_region, from, size, bounds); + ERR_FAIL_COND(cascade < 0); + + if (cascade_prev != cascade) { + //initialize render + RD::get_singleton()->texture_clear(render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1); + RD::get_singleton()->texture_clear(render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1); + RD::get_singleton()->texture_clear(render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1); + RD::get_singleton()->texture_clear(render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1); + } + + //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)); + RendererSceneRenderRD::get_singleton()->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing, p_exposure_normalization); + + if (cascade_next != cascade) { + RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade"); + + RENDER_TIMESTAMP("> SDFGI Update SDF"); + //done rendering! must update SDF + //clear dispatch indirect data + + SDFGIShader::PreprocessPushConstant push_constant; + memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant)); + + RENDER_TIMESTAMP("SDFGI Scroll SDF"); + + //scroll + if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) { + //for scroll + Vector3i dirty = cascades[cascade].dirty_regions; + push_constant.scroll[0] = dirty.x; + push_constant.scroll[1] = dirty.y; + push_constant.scroll[2] = dirty.z; + } else { + //for no scroll + push_constant.scroll[0] = 0; + push_constant.scroll[1] = 0; + push_constant.scroll[2] = 0; + } + + 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; + + if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) { + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + //must pre scroll existing data because not all is dirty + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_uniform_set, 0); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascades[cascade].solid_cell_dispatch_buffer, 0); + // no barrier do all together + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_occlusion_uniform_set, 0); + + Vector3i dirty = cascades[cascade].dirty_regions; + Vector3i groups; + groups.x = cascade_size - ABS(dirty.x); + groups.y = cascade_size - ABS(dirty.y); + groups.z = cascade_size - ABS(dirty.z); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z); + + //no barrier, continue together + + { + //scroll probes and their history also + + SDFGIShader::IntegratePushConstant ipush_constant; + ipush_constant.grid_size[1] = cascade_size; + ipush_constant.grid_size[2] = cascade_size; + ipush_constant.grid_size[0] = cascade_size; + ipush_constant.max_cascades = cascades.size(); + ipush_constant.probe_axis_size = probe_axis_count; + ipush_constant.history_index = 0; + ipush_constant.history_size = history_size; + ipush_constant.ray_count = 0; + ipush_constant.ray_bias = 0; + ipush_constant.sky_mode = 0; + ipush_constant.sky_energy = 0; + ipush_constant.sky_color[0] = 0; + ipush_constant.sky_color[1] = 0; + ipush_constant.sky_color[2] = 0; + ipush_constant.y_mult = y_mult; + ipush_constant.store_ambient_texture = false; + + ipush_constant.image_size[0] = probe_axis_count * probe_axis_count; + ipush_constant.image_size[1] = probe_axis_count; + + int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR; + ipush_constant.cascade = cascade; + ipush_constant.world_offset[0] = cascades[cascade].position.x / probe_divisor; + ipush_constant.world_offset[1] = cascades[cascade].position.y / probe_divisor; + ipush_constant.world_offset[2] = cascades[cascade].position.z / probe_divisor; + + ipush_constant.scroll[0] = dirty.x / probe_divisor; + ipush_constant.scroll[1] = dirty.y / probe_divisor; + ipush_constant.scroll[2] = dirty.z / probe_divisor; + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL_STORE]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + if (bounce_feedback > 0.0) { + //multibounce requires this to be stored so direct light can read from it + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]); + + //convert to octahedral to store + ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE; + ipush_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE; + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1); + } + } + + //ok finally barrier + RD::get_singleton()->compute_list_end(); + } + + //clear dispatch indirect data + uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 }; + RD::get_singleton()->buffer_update(cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + bool half_size = true; //much faster, very little difference + static const int optimized_jf_group_size = 8; + + if (half_size) { + push_constant.grid_size >>= 1; + + uint32_t cascade_half_size = cascade_size >> 1; + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_half_uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //must start with regular jumpflood + + push_constant.half_size = true; + { + RENDER_TIMESTAMP("SDFGI Jump Flood (Half-Size)"); + + uint32_t s = cascade_half_size; + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]); + + int jf_us = 0; + //start with regular jump flood for very coarse reads, as this is impossible to optimize + while (s > 1) { + s /= 2; + push_constant.step_size = s; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size); + RD::get_singleton()->compute_list_add_barrier(compute_list); + jf_us = jf_us == 0 ? 1 : 0; + + if (cascade_half_size / (s / 2) >= optimized_jf_group_size) { + break; + } + } + + RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)"); + + //continue with optimized jump flood for smaller reads + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); + while (s > 1) { + s /= 2; + push_constant.step_size = s; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size); + RD::get_singleton()->compute_list_add_barrier(compute_list); + jf_us = jf_us == 0 ? 1 : 0; + } + } + + // restore grid size for last passes + push_constant.grid_size = cascade_size; + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_upscale_uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //run one pass of fullsize jumpflood to fix up half size arctifacts + + push_constant.half_size = false; + push_constant.step_size = 1; + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[upscale_jfa_uniform_set_index], 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + } else { + //full size jumpflood + RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)"); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + push_constant.half_size = false; + { + uint32_t s = cascade_size; + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]); + + int jf_us = 0; + //start with regular jump flood for very coarse reads, as this is impossible to optimize + while (s > 1) { + s /= 2; + push_constant.step_size = s; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); + RD::get_singleton()->compute_list_add_barrier(compute_list); + jf_us = jf_us == 0 ? 1 : 0; + + if (cascade_size / (s / 2) >= optimized_jf_group_size) { + break; + } + } + + RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)"); + + //continue with optimized jump flood for smaller reads + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); + while (s > 1) { + s /= 2; + push_constant.step_size = s; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); + RD::get_singleton()->compute_list_add_barrier(compute_list); + jf_us = jf_us == 0 ? 1 : 0; + } + } + } + + RENDER_TIMESTAMP("SDFGI Occlusion"); + + // occlusion + { + uint32_t probe_size = cascade_size / SDFGI::PROBE_DIVISOR; + Vector3i probe_global_pos = cascades[cascade].position / probe_size; + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_OCCLUSION]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, occlusion_uniform_set, 0); + for (int i = 0; i < 8; i++) { + //dispatch all at once for performance + Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1); + + if ((probe_global_pos.x & 1) != 0) { + offset.x = (offset.x + 1) & 1; + } + if ((probe_global_pos.y & 1) != 0) { + offset.y = (offset.y + 1) & 1; + } + if ((probe_global_pos.z & 1) != 0) { + offset.z = (offset.z + 1) & 1; + } + push_constant.probe_offset[0] = offset.x; + push_constant.probe_offset[1] = offset.y; + push_constant.probe_offset[2] = offset.z; + push_constant.occlusion_index = i; + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + + Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute + RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z); + } + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + + RENDER_TIMESTAMP("SDFGI Store"); + + // store + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_STORE]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].sdf_store_uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); + + RD::get_singleton()->compute_list_end(); + + //clear these textures, as they will have previous garbage on next draw + RD::get_singleton()->texture_clear(cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); + RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); + RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); + +#if 0 + Vector<uint8_t> data = RD::get_singleton()->texture_get_data(cascades[cascade].sdf, 0); + Ref<Image> img; + img.instantiate(); + for (uint32_t i = 0; i < cascade_size; i++) { + Vector<uint8_t> subarr = data.slice(128 * 128 * i, 128 * 128 * (i + 1)); + img->set_data(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr); + img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png"); + } + + //finalize render and update sdf +#endif + +#if 0 + Vector<uint8_t> data = RD::get_singleton()->texture_get_data(render_albedo, 0); + Ref<Image> img; + img.instantiate(); + for (uint32_t i = 0; i < cascade_size; i++) { + Vector<uint8_t> subarr = data.slice(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2); + img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr); + img->convert(Image::FORMAT_RGBA8); + img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png"); + } + + //finalize render and update sdf +#endif + + RENDER_TIMESTAMP("< SDFGI Update SDF"); + RD::get_singleton()->draw_command_end_label(); + } +} + +void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result) { + ERR_FAIL_COND(p_render_buffers.is_null()); // we wouldn't be here if this failed but... + + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + + RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights"); + + update_cascades(); + + SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS]; + uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS]; + + for (uint32_t i = 0; i < p_cascade_count; i++) { + ERR_CONTINUE(p_cascade_indices[i] >= cascades.size()); + + SDFGI::Cascade &cc = cascades[p_cascade_indices[i]]; + + { //fill light buffer + + AABB cascade_aabb; + cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cc.position)) * cc.cell_size; + cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cc.cell_size; + + int idx = 0; + + for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) { + if (idx == SDFGI::MAX_STATIC_LIGHTS) { + break; + } + + RID light_instance = p_positional_light_cull_result[i][j]; + ERR_CONTINUE(!light_storage->owns_light_instance(light_instance)); + + RID light = light_storage->light_instance_get_base_light(light_instance); + AABB light_aabb = light_storage->light_instance_get_base_aabb(light_instance); + Transform3D light_transform = light_storage->light_instance_get_base_transform(light_instance); + + uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(light); + if (p_cascade_indices[i] > max_sdfgi_cascade) { + continue; + } + + if (!cascade_aabb.intersects(light_aabb)) { + continue; + } + + lights[idx].type = RSG::light_storage->light_get_type(light); + + Vector3 dir = -light_transform.basis.get_column(Vector3::AXIS_Z); + if (lights[idx].type == RS::LIGHT_DIRECTIONAL) { + dir.y *= y_mult; //only makes sense for directional + dir.normalize(); + } + lights[idx].direction[0] = dir.x; + lights[idx].direction[1] = dir.y; + lights[idx].direction[2] = dir.z; + Vector3 pos = light_transform.origin; + pos.y *= y_mult; + lights[idx].position[0] = pos.x; + lights[idx].position[1] = pos.y; + lights[idx].position[2] = pos.z; + Color color = RSG::light_storage->light_get_color(light); + color = color.srgb_to_linear(); + lights[idx].color[0] = color.r; + lights[idx].color[1] = color.g; + lights[idx].color[2] = color.b; + + lights[idx].energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + + // Convert from Luminous Power to Luminous Intensity + if (lights[idx].type == RS::LIGHT_OMNI) { + 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(light); + lights[idx].attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); + lights[idx].radius = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE); + lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + + idx++; + } + + if (idx > 0) { + RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights); + } + + light_count[i] = idx; + } + } + + /* Static Lights */ + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_STATIC]); + + SDFGIShader::DirectLightPushConstant dl_push_constant; + + dl_push_constant.grid_size[0] = cascade_size; + dl_push_constant.grid_size[1] = cascade_size; + dl_push_constant.grid_size[2] = cascade_size; + dl_push_constant.max_cascades = cascades.size(); + dl_push_constant.probe_axis_size = probe_axis_count; + dl_push_constant.bounce_feedback = 0.0; // this is static light, do not multibounce yet + dl_push_constant.y_mult = y_mult; + dl_push_constant.use_occlusion = uses_occlusion; + + //all must be processed + dl_push_constant.process_offset = 0; + dl_push_constant.process_increment = 1; + + for (uint32_t i = 0; i < p_cascade_count; i++) { + ERR_CONTINUE(p_cascade_indices[i] >= cascades.size()); + + SDFGI::Cascade &cc = cascades[p_cascade_indices[i]]; + + dl_push_constant.light_count = light_count[i]; + dl_push_constant.cascade = p_cascade_indices[i]; + + if (dl_push_constant.light_count > 0) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_static_uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant)); + RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0); + } + } + + RD::get_singleton()->compute_list_end(); + + RD::get_singleton()->draw_command_end_label(); +} + +//////////////////////////////////////////////////////////////////////////////// +// VoxelGIInstance + +void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + uint32_t data_version = gi->voxel_gi_get_data_version(probe); + + // (RE)CREATE IF NEEDED + + if (last_probe_data_version != data_version) { + //need to re-create everything + free_resources(); + + Vector3i octree_size = gi->voxel_gi_get_octree_size(probe); + + if (octree_size != Vector3i()) { + //can create a 3D texture + Vector<int> levels = gi->voxel_gi_get_level_counts(probe); + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tf.width = octree_size.x; + tf.height = octree_size.y; + tf.depth = octree_size.z; + tf.texture_type = RD::TEXTURE_TYPE_3D; + tf.mipmaps = levels.size(); + + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + + texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(texture, "VoxelGI Instance Texture"); + + RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1); + + { + int total_elements = 0; + for (int i = 0; i < levels.size(); i++) { + total_elements += levels[i]; + } + + write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16); + } + + for (int i = 0; i < levels.size(); i++) { + VoxelGIInstance::Mipmap mipmap; + mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, 1, RD::TEXTURE_SLICE_3D); + mipmap.level = levels.size() - i - 1; + mipmap.cell_offset = 0; + for (uint32_t j = 0; j < mipmap.level; j++) { + mipmap.cell_offset += levels[j]; + } + mipmap.cell_count = levels[mipmap.level]; + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 1; + u.append_id(gi->voxel_gi_get_octree_buffer(probe)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(gi->voxel_gi_get_data_buffer(probe)); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 4; + u.append_id(write_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 9; + u.append_id(gi->voxel_gi_get_sdf_texture(probe)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 10; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + + { + Vector<RD::Uniform> copy_uniforms = uniforms; + if (i == 0) { + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 3; + u.append_id(gi->voxel_gi_lights_uniform); + copy_uniforms.push_back(u); + } + + mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT], 0); + + copy_uniforms = uniforms; //restore + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 5; + u.append_id(texture); + copy_uniforms.push_back(u); + } + mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0); + } else { + mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP], 0); + } + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 5; + u.append_id(mipmap.texture); + uniforms.push_back(u); + } + + mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE], 0); + + mipmaps.push_back(mipmap); + } + + { + uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z); + uint32_t oversample = nearest_power_of_2_templated(4); + int mipmap_index = 0; + + while (mipmap_index < mipmaps.size()) { + VoxelGIInstance::DynamicMap dmap; + + if (oversample > 0) { + dmap.size = dynamic_map_size * (1 << oversample); + dmap.mipmap = -1; + oversample--; + } else { + dmap.size = dynamic_map_size >> mipmap_index; + dmap.mipmap = mipmap_index; + mipmap_index++; + } + + RD::TextureFormat dtf; + dtf.width = dmap.size; + dtf.height = dmap.size; + dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; + + if (dynamic_maps.size() == 0) { + dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + } + dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.texture, "VoxelGI Instance DMap Texture"); + + if (dynamic_maps.size() == 0) { + // Render depth for first one. + // Use 16-bit depth when supported to improve performance. + dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; + dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.fb_depth, "VoxelGI Instance DMap FB Depth"); + } + + //just use depth as-is + dtf.format = RD::DATA_FORMAT_R32_SFLOAT; + dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + + dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.depth, "VoxelGI Instance DMap Depth"); + + if (dynamic_maps.size() == 0) { + dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.albedo, "VoxelGI Instance DMap Albedo"); + dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.normal, "VoxelGI Instance DMap Normal"); + dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.orm, "VoxelGI Instance DMap ORM"); + + Vector<RID> fb; + fb.push_back(dmap.albedo); + fb.push_back(dmap.normal); + fb.push_back(dmap.orm); + fb.push_back(dmap.texture); //emission + fb.push_back(dmap.depth); + fb.push_back(dmap.fb_depth); + + dmap.fb = RD::get_singleton()->framebuffer_create(fb); + + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 3; + u.append_id(gi->voxel_gi_lights_uniform); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 5; + u.append_id(dmap.albedo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 6; + u.append_id(dmap.normal); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 7; + u.append_id(dmap.orm); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 8; + u.append_id(dmap.fb_depth); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 9; + u.append_id(gi->voxel_gi_get_sdf_texture(probe)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 10; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 11; + u.append_id(dmap.texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 12; + u.append_id(dmap.depth); + uniforms.push_back(u); + } + + dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0); + } + } else { + bool plot = dmap.mipmap >= 0; + bool write = dmap.mipmap < (mipmaps.size() - 1); + + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 5; + u.append_id(dynamic_maps[dynamic_maps.size() - 1].texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 6; + u.append_id(dynamic_maps[dynamic_maps.size() - 1].depth); + uniforms.push_back(u); + } + + if (write) { + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 7; + u.append_id(dmap.texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 8; + u.append_id(dmap.depth); + uniforms.push_back(u); + } + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 9; + u.append_id(gi->voxel_gi_get_sdf_texture(probe)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 10; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + + if (plot) { + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 11; + u.append_id(mipmaps[dmap.mipmap].texture); + uniforms.push_back(u); + } + } + + dmap.uniform_set = RD::get_singleton()->uniform_set_create( + uniforms, + gi->voxel_gi_lighting_shader_version_shaders[(write && plot) ? VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : (write ? VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT)], + 0); + } + + dynamic_maps.push_back(dmap); + } + } + } + + last_probe_data_version = data_version; + p_update_light_instances = true; //just in case + + RendererSceneRenderRD::get_singleton()->base_uniforms_changed(); + } + + // UDPDATE TIME + + if (has_dynamic_object_data) { + //if it has dynamic object data, it needs to be cleared + RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, mipmaps.size(), 0, 1); + } + + uint32_t light_count = 0; + + if (p_update_light_instances || p_dynamic_objects.size() > 0) { + light_count = MIN(gi->voxel_gi_max_lights, (uint32_t)p_light_instances.size()); + + { + Transform3D to_cell = gi->voxel_gi_get_to_cell_xform(probe); + Transform3D to_probe_xform = to_cell * transform.affine_inverse(); + + //update lights + + for (uint32_t i = 0; i < light_count; i++) { + VoxelGILight &l = gi->voxel_gi_lights[i]; + RID light_instance = p_light_instances[i]; + RID light = light_storage->light_instance_get_base_light(light_instance); + + l.type = RSG::light_storage->light_get_type(light); + if (l.type == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { + light_count--; + continue; + } + + 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 (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + l.energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + + l.energy *= gi->voxel_gi_get_baked_exposure_normalization(probe); + + // 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; + l.color[1] = color.g; + l.color[2] = color.b; + + l.cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + + Transform3D xform = light_storage->light_instance_get_base_transform(light_instance); + + Vector3 pos = to_probe_xform.xform(xform.origin); + Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_column(2)).normalized(); + + l.position[0] = pos.x; + l.position[1] = pos.y; + l.position[2] = pos.z; + + l.direction[0] = dir.x; + l.direction[1] = dir.y; + l.direction[2] = dir.z; + + l.has_shadow = RSG::light_storage->light_has_shadow(light); + } + + RD::get_singleton()->buffer_update(gi->voxel_gi_lights_uniform, 0, sizeof(VoxelGILight) * light_count, gi->voxel_gi_lights); + } + } + + if (has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) { + // PROCESS MIPMAPS + if (mipmaps.size()) { + //can update mipmaps + + Vector3i probe_size = gi->voxel_gi_get_octree_size(probe); + + VoxelGIPushConstant push_constant; + + push_constant.limits[0] = probe_size.x; + push_constant.limits[1] = probe_size.y; + push_constant.limits[2] = probe_size.z; + push_constant.stack_size = mipmaps.size(); + push_constant.emission_scale = 1.0; + push_constant.propagation = gi->voxel_gi_get_propagation(probe); + push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe); + push_constant.light_count = light_count; + push_constant.aniso_strength = 0; + + /* print_line("probe update to version " + itos(last_probe_version)); + print_line("propagation " + rtos(push_constant.propagation)); + print_line("dynrange " + rtos(push_constant.dynamic_range)); + */ + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + int passes; + if (p_update_light_instances) { + passes = gi->voxel_gi_is_using_two_bounces(probe) ? 2 : 1; + } else { + passes = 1; //only re-blitting is necessary + } + int wg_size = 64; + int64_t wg_limit_x = (int64_t)RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X); + + for (int pass = 0; pass < passes; pass++) { + if (p_update_light_instances) { + for (int i = 0; i < mipmaps.size(); i++) { + if (i == 0) { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[pass == 0 ? VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT : VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]); + } else if (i == 1) { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP]); + } + + if (pass == 1 || i > 0) { + RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done + } + if (pass == 0 || i > 0) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].uniform_set, 0); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].second_bounce_uniform_set, 0); + } + + push_constant.cell_offset = mipmaps[i].cell_offset; + push_constant.cell_count = mipmaps[i].cell_count; + + int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1; + while (wg_todo) { + int64_t wg_count = MIN(wg_todo, wg_limit_x); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant)); + RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1); + wg_todo -= wg_count; + push_constant.cell_offset += wg_count * wg_size; + } + } + + RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE]); + + for (int i = 0; i < mipmaps.size(); i++) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].write_uniform_set, 0); + + push_constant.cell_offset = mipmaps[i].cell_offset; + push_constant.cell_count = mipmaps[i].cell_count; + + int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1; + while (wg_todo) { + int64_t wg_count = MIN(wg_todo, wg_limit_x); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant)); + RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1); + wg_todo -= wg_count; + push_constant.cell_offset += wg_count * wg_size; + } + } + } + + RD::get_singleton()->compute_list_end(); + } + } + + has_dynamic_object_data = false; //clear until dynamic object data is used again + + if (p_dynamic_objects.size() && dynamic_maps.size()) { + Vector3i octree_size = gi->voxel_gi_get_octree_size(probe); + int multiplier = dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z); + + Transform3D oversample_scale; + oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier)); + + Transform3D to_cell = oversample_scale * gi->voxel_gi_get_to_cell_xform(probe); + Transform3D to_world_xform = transform * to_cell.affine_inverse(); + Transform3D to_probe_xform = to_world_xform.affine_inverse(); + + AABB probe_aabb(Vector3(), octree_size); + + //this could probably be better parallelized in compute.. + for (int i = 0; i < (int)p_dynamic_objects.size(); i++) { + RenderGeometryInstance *instance = p_dynamic_objects[i]; + + //transform aabb to voxel_gi + AABB aabb = (to_probe_xform * instance->get_transform()).xform(instance->get_aabb()); + + //this needs to wrap to grid resolution to avoid jitter + //also extend margin a bit just in case + Vector3i begin = aabb.position - Vector3i(1, 1, 1); + Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1); + + for (int j = 0; j < 3; j++) { + if ((end[j] - begin[j]) & 1) { + end[j]++; //for half extents split, it needs to be even + } + begin[j] = MAX(begin[j], 0); + end[j] = MIN(end[j], octree_size[j] * multiplier); + } + + //aabb = aabb.intersection(probe_aabb); //intersect + aabb.position = begin; + aabb.size = end - begin; + + //print_line("aabb: " + aabb); + + for (int j = 0; j < 6; j++) { + //if (j != 0 && j != 3) { + // continue; + //} + static const Vector3 render_z[6] = { + Vector3(1, 0, 0), + Vector3(0, 1, 0), + Vector3(0, 0, 1), + Vector3(-1, 0, 0), + Vector3(0, -1, 0), + Vector3(0, 0, -1), + }; + static const Vector3 render_up[6] = { + Vector3(0, 1, 0), + Vector3(0, 0, 1), + Vector3(0, 1, 0), + Vector3(0, 1, 0), + Vector3(0, 0, 1), + Vector3(0, 1, 0), + }; + + Vector3 render_dir = render_z[j]; + Vector3 up_dir = render_up[j]; + + Vector3 center = aabb.get_center(); + Transform3D xform; + xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir); + + Vector3 x_dir = xform.basis.get_column(0).abs(); + int x_axis = int(Vector3(0, 1, 2).dot(x_dir)); + Vector3 y_dir = xform.basis.get_column(1).abs(); + int y_axis = int(Vector3(0, 1, 2).dot(y_dir)); + Vector3 z_dir = -xform.basis.get_column(2); + int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs())); + + Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]); + bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(0)) < 0); + bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(1)) < 0); + bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(2)) > 0); + + Projection cm; + cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]); + + if (RendererSceneRenderRD::get_singleton()->cull_argument.size() == 0) { + RendererSceneRenderRD::get_singleton()->cull_argument.push_back(nullptr); + } + RendererSceneRenderRD::get_singleton()->cull_argument[0] = instance; + + float exposure_normalization = 1.0; + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { + exposure_normalization = gi->voxel_gi_get_baked_exposure_normalization(probe); + } + + RendererSceneRenderRD::get_singleton()->_render_material(to_world_xform * xform, cm, true, RendererSceneRenderRD::get_singleton()->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size), exposure_normalization); + + VoxelGIDynamicPushConstant push_constant; + memset(&push_constant, 0, sizeof(VoxelGIDynamicPushConstant)); + push_constant.limits[0] = octree_size.x; + push_constant.limits[1] = octree_size.y; + push_constant.limits[2] = octree_size.z; + push_constant.light_count = p_light_instances.size(); + push_constant.x_dir[0] = x_dir[0]; + push_constant.x_dir[1] = x_dir[1]; + push_constant.x_dir[2] = x_dir[2]; + push_constant.y_dir[0] = y_dir[0]; + push_constant.y_dir[1] = y_dir[1]; + push_constant.y_dir[2] = y_dir[2]; + push_constant.z_dir[0] = z_dir[0]; + push_constant.z_dir[1] = z_dir[1]; + push_constant.z_dir[2] = z_dir[2]; + push_constant.z_base = xform.origin[z_axis]; + push_constant.z_sign = (z_flip ? -1.0 : 1.0); + push_constant.pos_multiplier = float(1.0) / multiplier; + push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe); + push_constant.flip_x = x_flip; + push_constant.flip_y = y_flip; + push_constant.rect_pos[0] = rect.position[0]; + push_constant.rect_pos[1] = rect.position[1]; + push_constant.rect_size[0] = rect.size[0]; + push_constant.rect_size[1] = rect.size[1]; + push_constant.prev_rect_ofs[0] = 0; + push_constant.prev_rect_ofs[1] = 0; + push_constant.prev_rect_size[0] = 0; + push_constant.prev_rect_size[1] = 0; + push_constant.on_mipmap = false; + push_constant.propagation = gi->voxel_gi_get_propagation(probe); + push_constant.pad[0] = 0; + push_constant.pad[1] = 0; + push_constant.pad[2] = 0; + + //process lighting + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[0].uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIDynamicPushConstant)); + RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1); + //print_line("rect: " + itos(i) + ": " + rect); + + for (int k = 1; k < dynamic_maps.size(); k++) { + // enlarge the rect if needed so all pixels fit when downscaled, + // this ensures downsampling is smooth and optimal because no pixels are left behind + + //x + if (rect.position.x & 1) { + rect.size.x++; + push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal + } else { + push_constant.prev_rect_ofs[0] = 0; + } + if (rect.size.x & 1) { + rect.size.x++; + } + + rect.position.x >>= 1; + rect.size.x = MAX(1, rect.size.x >> 1); + + //y + if (rect.position.y & 1) { + rect.size.y++; + push_constant.prev_rect_ofs[1] = 1; + } else { + push_constant.prev_rect_ofs[1] = 0; + } + if (rect.size.y & 1) { + rect.size.y++; + } + + rect.position.y >>= 1; + rect.size.y = MAX(1, rect.size.y >> 1); + + //shrink limits to ensure plot does not go outside map + if (dynamic_maps[k].mipmap > 0) { + for (int l = 0; l < 3; l++) { + push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1); + } + } + + //print_line("rect: " + itos(i) + ": " + rect); + push_constant.rect_pos[0] = rect.position[0]; + push_constant.rect_pos[1] = rect.position[1]; + push_constant.prev_rect_size[0] = push_constant.rect_size[0]; + push_constant.prev_rect_size[1] = push_constant.rect_size[1]; + push_constant.rect_size[0] = rect.size[0]; + push_constant.rect_size[1] = rect.size[1]; + push_constant.on_mipmap = dynamic_maps[k].mipmap > 0; + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + if (dynamic_maps[k].mipmap < 0) { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]); + } else if (k < dynamic_maps.size() - 1) { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]); + } else { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[k].uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIDynamicPushConstant)); + RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1); + } + + RD::get_singleton()->compute_list_end(); + } + } + + has_dynamic_object_data = true; //clear until dynamic object data is used again + } + + last_probe_version = gi->voxel_gi_get_version(probe); +} + +void GI::VoxelGIInstance::free_resources() { + if (texture.is_valid()) { + RD::get_singleton()->free(texture); + RD::get_singleton()->free(write_buffer); + + texture = RID(); + write_buffer = RID(); + mipmaps.clear(); + } + + for (int i = 0; i < dynamic_maps.size(); i++) { + RD::get_singleton()->free(dynamic_maps[i].texture); + RD::get_singleton()->free(dynamic_maps[i].depth); + + // these only exist on the first level... + if (dynamic_maps[i].fb_depth.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].fb_depth); + } + if (dynamic_maps[i].albedo.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].albedo); + } + if (dynamic_maps[i].normal.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].normal); + } + if (dynamic_maps[i].orm.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].orm); + } + } + dynamic_maps.clear(); +} + +void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + if (mipmaps.size() == 0) { + return; + } + + Projection cam_transform = (p_camera_with_transform * Projection(transform)) * Projection(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse()); + + int level = 0; + Vector3i octree_size = gi->voxel_gi_get_octree_size(probe); + + VoxelGIDebugPushConstant push_constant; + push_constant.alpha = p_alpha; + push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe); + push_constant.cell_offset = mipmaps[level].cell_offset; + push_constant.level = level; + + push_constant.bounds[0] = octree_size.x >> level; + push_constant.bounds[1] = octree_size.y >> level; + push_constant.bounds[2] = octree_size.z >> level; + push_constant.pad = 0; + + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + push_constant.projection[i * 4 + j] = cam_transform.columns[i][j]; + } + } + + if (gi->voxel_gi_debug_uniform_set.is_valid()) { + RD::get_singleton()->free(gi->voxel_gi_debug_uniform_set); + } + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 1; + u.append_id(gi->voxel_gi_get_data_buffer(probe)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + u.append_id(texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 3; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + + int cell_count; + if (!p_emission && p_lighting && has_dynamic_object_data) { + cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2]; + } else { + cell_count = mipmaps[level].cell_count; + } + + gi->voxel_gi_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_debug_shader_version_shaders[0], 0); + + int voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_COLOR; + if (p_emission) { + voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_EMISSION; + } else if (p_lighting) { + voxel_gi_debug_pipeline = has_dynamic_object_data ? VOXEL_GI_DEBUG_LIGHT_FULL : VOXEL_GI_DEBUG_LIGHT; + } + RD::get_singleton()->draw_list_bind_render_pipeline( + p_draw_list, + gi->voxel_gi_debug_shader_version_pipelines[voxel_gi_debug_pipeline].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, gi->voxel_gi_debug_uniform_set, 0); + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(VoxelGIDebugPushConstant)); + RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36); +} + +//////////////////////////////////////////////////////////////////////////////// +// GI + +GI::GI() { + singleton = this; + + sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1))); + sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1))); + sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1))); +} + +GI::~GI() { + singleton = nullptr; +} + +void GI::init(SkyRD *p_sky) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + /* GI */ + + { + //kinda complicated to compute the amount of slots, we try to use as many as we can + + voxel_gi_lights = memnew_arr(VoxelGILight, voxel_gi_max_lights); + voxel_gi_lights_uniform = RD::get_singleton()->uniform_buffer_create(voxel_gi_max_lights * sizeof(VoxelGILight)); + voxel_gi_quality = RS::VoxelGIQuality(CLAMP(int(GLOBAL_GET("rendering/global_illumination/voxel_gi/quality")), 0, 1)); + + String defines = "\n#define MAX_LIGHTS " + itos(voxel_gi_max_lights) + "\n"; + + Vector<String> versions; + versions.push_back("\n#define MODE_COMPUTE_LIGHT\n"); + versions.push_back("\n#define MODE_SECOND_BOUNCE\n"); + versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n"); + versions.push_back("\n#define MODE_WRITE_TEXTURE\n"); + versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n"); + versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n"); + versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n"); + versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n#define MODE_DYNAMIC_SHRINK_WRITE\n"); + + voxel_gi_shader.initialize(versions, defines); + voxel_gi_lighting_shader_version = voxel_gi_shader.version_create(); + for (int i = 0; i < VOXEL_GI_SHADER_VERSION_MAX; i++) { + voxel_gi_lighting_shader_version_shaders[i] = voxel_gi_shader.version_get_shader(voxel_gi_lighting_shader_version, i); + voxel_gi_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(voxel_gi_lighting_shader_version_shaders[i]); + } + } + + { + String defines; + Vector<String> versions; + versions.push_back("\n#define MODE_DEBUG_COLOR\n"); + versions.push_back("\n#define MODE_DEBUG_LIGHT\n"); + versions.push_back("\n#define MODE_DEBUG_EMISSION\n"); + versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n"); + + voxel_gi_debug_shader.initialize(versions, defines); + voxel_gi_debug_shader_version = voxel_gi_debug_shader.version_create(); + for (int i = 0; i < VOXEL_GI_DEBUG_MAX; i++) { + voxel_gi_debug_shader_version_shaders[i] = voxel_gi_debug_shader.version_get_shader(voxel_gi_debug_shader_version, i); + + RD::PipelineRasterizationState rs; + rs.cull_mode = RD::POLYGON_CULL_FRONT; + RD::PipelineDepthStencilState ds; + ds.enable_depth_test = true; + ds.enable_depth_write = true; + ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; + + voxel_gi_debug_shader_version_pipelines[i].setup(voxel_gi_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0); + } + } + + /* SDGFI */ + + { + Vector<String> preprocess_modes; + preprocess_modes.push_back("\n#define MODE_SCROLL\n"); + preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n"); + preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n"); + preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n"); + preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n"); + preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n"); + preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n"); + preprocess_modes.push_back("\n#define MODE_OCCLUSION\n"); + preprocess_modes.push_back("\n#define MODE_STORE\n"); + String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n"; + sdfgi_shader.preprocess.initialize(preprocess_modes, defines); + sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create(); + for (int i = 0; i < SDFGIShader::PRE_PROCESS_MAX; i++) { + sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i)); + } + } + + { + //calculate tables + String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + + Vector<String> direct_light_modes; + direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n"); + direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n"); + sdfgi_shader.direct_light.initialize(direct_light_modes, defines); + sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create(); + for (int i = 0; i < SDFGIShader::DIRECT_LIGHT_MODE_MAX; i++) { + sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i)); + } + } + + { + //calculate tables + String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n"; + if (p_sky->sky_use_cubemap_array) { + defines += "\n#define USE_CUBEMAP_ARRAY\n"; + } + + Vector<String> integrate_modes; + integrate_modes.push_back("\n#define MODE_PROCESS\n"); + integrate_modes.push_back("\n#define MODE_STORE\n"); + integrate_modes.push_back("\n#define MODE_SCROLL\n"); + integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n"); + sdfgi_shader.integrate.initialize(integrate_modes, defines); + sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create(); + + for (int i = 0; i < SDFGIShader::INTEGRATE_MODE_MAX; i++) { + sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i)); + } + + { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 0; + if (p_sky->sky_use_cubemap_array) { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE)); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE)); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 1; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + + sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1); + } + } + + //GK + { + //calculate tables + String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + Vector<String> gi_modes; + + gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_VOXEL_GI + gi_modes.push_back("\n#define USE_SDFGI\n"); // MODE_SDFGI + gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_COMBINED + + shader.initialize(gi_modes, defines); + shader_version = shader.version_create(); + + Vector<RD::PipelineSpecializationConstant> specialization_constants; + + { + RD::PipelineSpecializationConstant sc; + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = 0; // SHADER_SPECIALIZATION_HALF_RES + sc.bool_value = false; + specialization_constants.push_back(sc); + + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = 1; // SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX + sc.bool_value = false; + specialization_constants.push_back(sc); + + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = 2; // SHADER_SPECIALIZATION_USE_VRS + sc.bool_value = false; + specialization_constants.push_back(sc); + } + + for (int v = 0; v < SHADER_SPECIALIZATION_VARIATIONS; v++) { + specialization_constants.ptrw()[0].bool_value = (v & SHADER_SPECIALIZATION_HALF_RES) ? true : false; + specialization_constants.ptrw()[1].bool_value = (v & SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX) ? true : false; + specialization_constants.ptrw()[2].bool_value = (v & SHADER_SPECIALIZATION_USE_VRS) ? true : false; + for (int i = 0; i < MODE_MAX; i++) { + pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i), specialization_constants); + } + } + + sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIData)); + } + { + String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + Vector<String> debug_modes; + debug_modes.push_back(""); + sdfgi_shader.debug.initialize(debug_modes, defines); + sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create(); + sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0); + sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version); + } + { + String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + + Vector<String> versions; + versions.push_back("\n#define MODE_PROBES\n"); + versions.push_back("\n#define MODE_PROBES\n#define USE_MULTIVIEW\n"); + versions.push_back("\n#define MODE_VISIBILITY\n"); + versions.push_back("\n#define MODE_VISIBILITY\n#define USE_MULTIVIEW\n"); + + sdfgi_shader.debug_probes.initialize(versions, defines); + + // TODO disable multiview versions if turned off + + sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create(); + + { + RD::PipelineRasterizationState rs; + rs.cull_mode = RD::POLYGON_CULL_DISABLED; + RD::PipelineDepthStencilState ds; + ds.enable_depth_test = true; + ds.enable_depth_write = true; + ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; + for (int i = 0; i < SDFGIShader::PROBE_DEBUG_MAX; i++) { + // TODO check if version is enabled + + RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i); + sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0); + } + } + } + default_voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(VoxelGIData) * MAX_VOXEL_GI_INSTANCES); + half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution"); +} + +void GI::free() { + RD::get_singleton()->free(default_voxel_gi_buffer); + RD::get_singleton()->free(voxel_gi_lights_uniform); + RD::get_singleton()->free(sdfgi_ubo); + + voxel_gi_debug_shader.version_free(voxel_gi_debug_shader_version); + voxel_gi_shader.version_free(voxel_gi_lighting_shader_version); + shader.version_free(shader_version); + sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader); + sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader); + sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader); + sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader); + sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader); + + if (voxel_gi_lights) { + memdelete_arr(voxel_gi_lights); + } +} + +Ref<GI::SDFGI> GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) { + Ref<SDFGI> sdfgi; + sdfgi.instantiate(); + + sdfgi->create(p_env, p_world_position, p_requested_history_size, this); + + return sdfgi; +} + +void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used) { + ERR_FAIL_COND(p_render_buffers.is_null()); + + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + ERR_FAIL_NULL(texture_storage); + + r_voxel_gi_instances_used = 0; + + Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); + ERR_FAIL_COND(rbgi.is_null()); + + RID voxel_gi_buffer = rbgi->get_voxel_gi_buffer(); + VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES]; + + bool voxel_gi_instances_changed = false; + + Transform3D to_camera; + to_camera.origin = p_transform.origin; //only translation, make local + + for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) { + RID texture; + if (i < (int)p_voxel_gi_instances.size()) { + VoxelGIInstance *gipi = voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]); + + if (gipi) { + texture = gipi->texture; + VoxelGIData &gipd = voxel_gi_data[i]; + + RID base_probe = gipi->probe; + + Transform3D to_cell = voxel_gi_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera; + + gipd.xform[0] = to_cell.basis.rows[0][0]; + gipd.xform[1] = to_cell.basis.rows[1][0]; + gipd.xform[2] = to_cell.basis.rows[2][0]; + gipd.xform[3] = 0; + gipd.xform[4] = to_cell.basis.rows[0][1]; + gipd.xform[5] = to_cell.basis.rows[1][1]; + gipd.xform[6] = to_cell.basis.rows[2][1]; + gipd.xform[7] = 0; + gipd.xform[8] = to_cell.basis.rows[0][2]; + gipd.xform[9] = to_cell.basis.rows[1][2]; + gipd.xform[10] = to_cell.basis.rows[2][2]; + gipd.xform[11] = 0; + gipd.xform[12] = to_cell.origin.x; + gipd.xform[13] = to_cell.origin.y; + gipd.xform[14] = to_cell.origin.z; + gipd.xform[15] = 1; + + Vector3 bounds = voxel_gi_get_octree_size(base_probe); + + gipd.bounds[0] = bounds.x; + gipd.bounds[1] = bounds.y; + gipd.bounds[2] = bounds.z; + + gipd.dynamic_range = voxel_gi_get_dynamic_range(base_probe) * voxel_gi_get_energy(base_probe); + gipd.bias = voxel_gi_get_bias(base_probe); + 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++; + } + + if (texture == RID()) { + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + } + + if (texture != rbgi->voxel_gi_textures[i]) { + voxel_gi_instances_changed = true; + rbgi->voxel_gi_textures[i] = texture; + } + } + + if (voxel_gi_instances_changed) { + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + if (RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) { + RD::get_singleton()->free(rbgi->uniform_set[v]); + } + rbgi->uniform_set[v] = RID(); + } + if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); + + if (RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) { + RD::get_singleton()->free(fog->fog_uniform_set); + RD::get_singleton()->free(fog->process_uniform_set); + RD::get_singleton()->free(fog->process_uniform_set2); + } + fog->fog_uniform_set = RID(); + fog->process_uniform_set = RID(); + fog->process_uniform_set2 = RID(); + } + } + + if (p_voxel_gi_instances.size() > 0) { + RD::get_singleton()->draw_command_begin_label("VoxelGIs Setup"); + + RD::get_singleton()->buffer_update(voxel_gi_buffer, 0, sizeof(VoxelGIData) * MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size()), voxel_gi_data, RD::BARRIER_MASK_COMPUTE); + + RD::get_singleton()->draw_command_end_label(); + } +} + +RID GI::RenderBuffersGI::get_voxel_gi_buffer() { + if (voxel_gi_buffer.is_null()) { + voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::VoxelGIData) * GI::MAX_VOXEL_GI_INSTANCES); + } + return voxel_gi_buffer; +} + +void GI::RenderBuffersGI::free_data() { + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + if (RD::get_singleton()->uniform_set_is_valid(uniform_set[v])) { + RD::get_singleton()->free(uniform_set[v]); + } + uniform_set[v] = RID(); + } + + if (scene_data_ubo.is_valid()) { + RD::get_singleton()->free(scene_data_ubo); + scene_data_ubo = RID(); + } + + if (voxel_gi_buffer.is_valid()) { + RD::get_singleton()->free(voxel_gi_buffer); + voxel_gi_buffer = RID(); + } +} + +void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + ERR_FAIL_COND_MSG(p_view_count > 2, "Maximum of 2 views supported for Processing GI."); + + RD::get_singleton()->draw_command_begin_label("GI Render"); + + ERR_FAIL_COND(p_render_buffers.is_null()); + + Ref<RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); + ERR_FAIL_COND(rbgi.is_null()); + + Size2i internal_size = p_render_buffers->get_internal_size(); + + if (rbgi->using_half_size_gi != half_resolution) { + p_render_buffers->clear_context(RB_SCOPE_GI); + } + + if (!p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) { + Size2i size = internal_size; + uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + if (half_resolution) { + size.x >>= 1; + size.y >>= 1; + } + + p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_AMBIENT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size); + p_render_buffers->create_texture(RB_SCOPE_GI, RB_TEX_REFLECTION, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1, size); + + rbgi->using_half_size_gi = half_resolution; + } + + // Setup our scene data + { + SceneData scene_data; + + if (rbgi->scene_data_ubo.is_null()) { + rbgi->scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData)); + } + + for (uint32_t v = 0; v < p_view_count; v++) { + RendererRD::MaterialStorage::store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]); + scene_data.eye_offset[v][0] = p_eye_offsets[v].x; + scene_data.eye_offset[v][1] = p_eye_offsets[v].y; + scene_data.eye_offset[v][2] = p_eye_offsets[v].z; + scene_data.eye_offset[v][3] = 0.0; + } + + // Note that we will be ignoring the origin of this transform. + RendererRD::MaterialStorage::store_transform(p_cam_transform, scene_data.cam_transform); + + scene_data.screen_size[0] = internal_size.x; + scene_data.screen_size[1] = internal_size.y; + + RD::get_singleton()->buffer_update(rbgi->scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); + } + + // Now compute the contents of our buffers. + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true); + + // Render each eye separately. + // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference.. + + // setup our push constant + + PushConstant push_constant; + + push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size()); + push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH; + + // these should be the same for all views + push_constant.orthogonal = p_projections[0].is_orthogonal(); + push_constant.z_near = p_projections[0].get_z_near(); + push_constant.z_far = p_projections[0].get_z_far(); + + // these are only used if we have 1 view, else we use the projections in our scene data + push_constant.proj_info[0] = -2.0f / (internal_size.x * p_projections[0].columns[0][0]); + push_constant.proj_info[1] = -2.0f / (internal_size.y * p_projections[0].columns[1][1]); + push_constant.proj_info[2] = (1.0f - p_projections[0].columns[0][2]) / p_projections[0].columns[0][0]; + push_constant.proj_info[3] = (1.0f + p_projections[0].columns[1][2]) / p_projections[0].columns[1][1]; + + bool use_sdfgi = p_render_buffers->has_custom_data(RB_SCOPE_SDFGI); + bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0; + + Ref<SDFGI> sdfgi; + if (use_sdfgi) { + sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI); + } + + uint32_t pipeline_specialization = 0; + if (rbgi->using_half_size_gi) { + pipeline_specialization |= SHADER_SPECIALIZATION_HALF_RES; + } + if (p_view_count > 1) { + pipeline_specialization |= SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX; + } + bool has_vrs_texture = p_render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE); + if (has_vrs_texture) { + pipeline_specialization |= SHADER_SPECIALIZATION_USE_VRS; + } + + Mode mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI); + + for (uint32_t v = 0; v < p_view_count; v++) { + push_constant.view_index = v; + + // setup our uniform set + if (rbgi->uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rbgi->uniform_set[v])) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].sdf_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_aniso_0_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (use_sdfgi && j < sdfgi->cascades.size()) { + u.append_id(sdfgi->cascades[j].light_aniso_1_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 5; + if (use_sdfgi) { + u.append_id(sdfgi->occlusion_texture); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 6; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 7; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 9; + u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_AMBIENT, v, 0)); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 10; + u.append_id(p_render_buffers->get_texture_slice(RB_SCOPE_GI, RB_TEX_REFLECTION, v, 0)); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 11; + if (use_sdfgi) { + u.append_id(sdfgi->lightprobe_texture); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE)); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 12; + u.append_id(p_render_buffers->get_depth_texture(v)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 13; + u.append_id(p_normal_roughness_slices[v]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 14; + RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 15; + u.append_id(sdfgi_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 16; + u.append_id(rbgi->get_voxel_gi_buffer()); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 17; + for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) { + u.append_id(rbgi->voxel_gi_textures[i]); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 18; + u.append_id(rbgi->scene_data_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 19; + RID buffer = has_vrs_texture ? p_render_buffers->get_texture_slice(RB_SCOPE_VRS, RB_TEXTURE, v, 0) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS); + u.append_id(buffer); + uniforms.push_back(u); + } + + rbgi->uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rbgi->uniform_set[v], 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); + + if (rbgi->using_half_size_gi) { + RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x >> 1, internal_size.y >> 1, 1); + } else { + RD::get_singleton()->compute_list_dispatch_threads(compute_list, internal_size.x, internal_size.y, 1); + } + } + + //do barrier later to allow oeverlap + //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time + RD::get_singleton()->draw_command_end_label(); +} + +RID GI::voxel_gi_instance_create(RID p_base) { + VoxelGIInstance voxel_gi; + voxel_gi.gi = this; + voxel_gi.probe = p_base; + RID rid = voxel_gi_instance_owner.make_rid(voxel_gi); + return rid; +} + +void GI::voxel_gi_instance_free(RID p_rid) { + GI::VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_rid); + voxel_gi->free_resources(); + voxel_gi_instance_owner.free(p_rid); +} + +void GI::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->transform = p_xform; +} + +bool GI::voxel_gi_needs_update(RID p_probe) const { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!voxel_gi, false); + + return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe); +} + +void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects); +} + +void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha); +} |