diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
39 files changed, 719 insertions, 409 deletions
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp index cc7441776d..27850695b0 100644 --- a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp @@ -33,6 +33,8 @@ #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" +#include "servers/rendering/rendering_server_default.h" +#include "servers/rendering/storage/camera_attributes_storage.h" using namespace RendererRD; @@ -84,7 +86,7 @@ BokehDOF::~BokehDOF() { } } -void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { +void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); @@ -92,22 +94,39 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes); + float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes); + float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes); + bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes); + float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes); + float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes); + float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius. + + bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter(); + RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape(); + RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality(); + // setup our push constant memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); - bokeh.push_constant.blur_far_active = p_dof_far; - bokeh.push_constant.blur_far_begin = p_dof_far_begin; - bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; - - bokeh.push_constant.blur_near_active = p_dof_near; - bokeh.push_constant.blur_near_begin = p_dof_near_begin; - bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size); - bokeh.push_constant.use_jitter = p_use_jitter; + bokeh.push_constant.blur_far_active = dof_far; + bokeh.push_constant.blur_far_begin = dof_far_begin; + bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based. + bokeh.push_constant.use_physical_far = dof_far_size < 0.0; + bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based. + + bokeh.push_constant.blur_near_active = dof_near; + bokeh.push_constant.blur_near_begin = dof_near_begin; + bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based. + bokeh.push_constant.use_physical_near = dof_near_size < 0.0; + bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based. + + bokeh.push_constant.use_jitter = use_jitter; bokeh.push_constant.jitter_seed = Math::randf() * 1000.0; bokeh.push_constant.z_near = p_cam_znear; bokeh.push_constant.z_far = p_cam_zfar; bokeh.push_constant.orthogonal = p_cam_orthogonal; - bokeh.push_constant.blur_size = p_bokeh_size; + bokeh.push_constant.blur_size = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable. bokeh.push_constant.second_pass = false; bokeh.push_constant.half_size = false; @@ -150,9 +169,9 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); - if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { + if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) { //second pass - BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; + BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode); ERR_FAIL_COND(shader.is_null()); @@ -160,9 +179,9 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, static const int quality_samples[4] = { 6, 12, 12, 24 }; - bokeh.push_constant.steps = quality_samples[p_quality]; + bokeh.push_constant.steps = quality_samples[blur_quality]; - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0); @@ -187,7 +206,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, //third pass bokeh.push_constant.second_pass = true; - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1); } else { @@ -200,7 +219,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); RD::get_singleton()->compute_list_add_barrier(compute_list); - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { //forth pass, upscale for low quality shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE); @@ -232,7 +251,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; bokeh.push_constant.steps = 0; - bokeh.push_constant.blur_scale = quality_scale[p_quality]; + bokeh.push_constant.blur_scale = quality_scale[blur_quality]; //circle always runs in half size, otherwise too expensive @@ -273,7 +292,7 @@ void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, RD::get_singleton()->compute_list_end(); } -void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { +void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); @@ -281,6 +300,17 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes); + float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes); + float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes); + bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes); + float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes); + float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes); + float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius. + + RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape(); + RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality(); + // setup our base push constant memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); @@ -292,7 +322,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f bokeh.push_constant.second_pass = false; bokeh.push_constant.half_size = false; - bokeh.push_constant.blur_size = p_dof_blur_amount; + bokeh.push_constant.blur_size = bokeh_size; // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); @@ -307,17 +337,17 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] })); RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] })); - if (p_dof_far || p_dof_near) { - if (p_dof_far) { + if (dof_far || dof_near) { + if (dof_far) { bokeh.push_constant.blur_far_active = true; - bokeh.push_constant.blur_far_begin = p_dof_far_begin; - bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; + bokeh.push_constant.blur_far_begin = dof_far_begin; + bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; } - if (p_dof_near) { + if (dof_near) { bokeh.push_constant.blur_near_active = true; - bokeh.push_constant.blur_near_begin = p_dof_near_begin; - bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size; + bokeh.push_constant.blur_near_begin = dof_near_begin; + bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; } { @@ -337,14 +367,14 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f RD::get_singleton()->draw_list_end(); } - if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { + if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) { // double pass approach - BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; + BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); ERR_FAIL_COND(shader.is_null()); - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) { //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; @@ -354,7 +384,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f static const int quality_samples[4] = { 6, 12, 12, 24 }; bokeh.push_constant.blur_scale = 0.5; - bokeh.push_constant.steps = quality_samples[p_quality]; + bokeh.push_constant.steps = quality_samples[blur_quality]; RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; @@ -373,7 +403,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f // Pass 2 if (!bokeh.push_constant.half_size) { // do not output weight, we're writing back into our base buffer - mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT; + mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT; shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); ERR_FAIL_COND(shader.is_null()); @@ -432,7 +462,7 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, f } static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; - bokeh.push_constant.blur_scale = quality_scale[p_quality]; + bokeh.push_constant.blur_scale = quality_scale[blur_quality]; bokeh.push_constant.steps = 0.0; RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h index 30b33be168..33dbdfcdc1 100644 --- a/servers/rendering/renderer_rd/effects/bokeh_dof.h +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h @@ -66,6 +66,11 @@ private: uint32_t use_jitter; float jitter_seed; + uint32_t use_physical_near; + uint32_t use_physical_far; + + float blur_size_near; + float blur_size_far; uint32_t pad[2]; }; @@ -111,8 +116,8 @@ public: BokehDOF(bool p_prefer_raster_effects); ~BokehDOF(); - void bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); - void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); + void bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); + void bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); }; } // namespace RendererRD diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index 5507483cee..70f5fc4a6a 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -654,7 +654,7 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re RD::get_singleton()->compute_list_end(); } -void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { +void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); @@ -678,7 +678,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con copy.push_constant.glow_white = 0; //actually unused copy.push_constant.glow_luminance_cap = p_luminance_cap; - copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also + copy.push_constant.glow_auto_exposure_scale = p_auto_exposure_scale; //unused also // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); @@ -705,7 +705,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con RD::get_singleton()->compute_list_end(); } -void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { +void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); @@ -729,7 +729,7 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc blur_raster.push_constant.glow_white = 0; //actually unused blur_raster.push_constant.glow_luminance_cap = p_luminance_cap; - blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also + blur_raster.push_constant.glow_auto_exposure_scale = p_auto_exposure_scale; //unused also blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier; diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index d25555eee5..f82726d654 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -86,7 +86,7 @@ private: float glow_exposure; float glow_white; float glow_luminance_cap; - float glow_auto_exposure_grey; + float glow_auto_exposure_scale; float luminance_multiplier; float res1; @@ -148,7 +148,7 @@ private: float glow_exposure; float glow_white; float glow_luminance_cap; - float glow_auto_exposure_grey; + float glow_auto_exposure_scale; // DOF. float camera_z_far; float camera_z_near; @@ -321,8 +321,8 @@ public: void copy_raster(RID p_source_texture, RID p_dest_framebuffer); void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false); - void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); - void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); + void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); + void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size); diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp index 38a4a37b8a..3a47b1420b 100644 --- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp +++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp @@ -117,7 +117,7 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure; tonemap.push_constant.exposure = p_settings.exposure; tonemap.push_constant.white = p_settings.white; - tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey; + tonemap.push_constant.auto_exposure_scale = p_settings.auto_exposure_scale; tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier; tonemap.push_constant.use_color_correction = p_settings.use_color_correction; @@ -203,7 +203,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure; tonemap.push_constant.exposure = p_settings.exposure; tonemap.push_constant.white = p_settings.white; - tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey; + tonemap.push_constant.auto_exposure_scale = p_settings.auto_exposure_scale; tonemap.push_constant.use_color_correction = p_settings.use_color_correction; diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h index 05db4a0cbe..e91118e241 100644 --- a/servers/rendering/renderer_rd/effects/tone_mapper.h +++ b/servers/rendering/renderer_rd/effects/tone_mapper.h @@ -77,7 +77,7 @@ private: float exposure; // 4 - 84 float white; // 4 - 88 - float auto_exposure_grey; // 4 - 92 + float auto_exposure_scale; // 4 - 92 float luminance_multiplier; // 4 - 96 float pixel_size[2]; // 8 - 104 @@ -124,7 +124,7 @@ public: float white = 1.0; bool use_auto_exposure = false; - float auto_exposure_grey = 0.5; + float auto_exposure_scale = 0.5; RID exposure_texture; float luminance_multiplier = 1.0; diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 66e984174c..bc4f8d5855 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -287,6 +287,19 @@ float GI::voxel_gi_get_energy(RID p_voxel_gi) const { return voxel_gi->energy; } +void GI::voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->baked_exposure = p_baked_exposure; +} + +float GI::voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->baked_exposure; +} + void GI::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) { VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); ERR_FAIL_COND(!voxel_gi); @@ -1292,7 +1305,7 @@ void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) { push_constant.y_mult = y_mult; if (reads_sky && p_env.is_valid()) { - push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); + push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy_multiplier(p_env); if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) { push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR; @@ -1840,6 +1853,11 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r c.probe_world_offset[2] = probe_ofs.z; c.to_cell = 1.0 / cascades[i].cell_size; + c.exposure_normalization = 1.0; + if (p_render_data->camera_attributes.is_valid()) { + float exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + c.exposure_normalization = exposure_normalization / cascades[i].baked_exposure_normalization; + } } RD::get_singleton()->buffer_update(gi->sdfgi_ubo, 0, sizeof(SDFGIData), &sdfgi_data, RD::BARRIER_MASK_COMPUTE); @@ -1876,6 +1894,14 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r lights[idx].color[2] = color.b; lights[idx].type = RS::LIGHT_DIRECTIONAL; lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (p_scene_render->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY); + } + + if (p_render_data->camera_attributes.is_valid()) { + lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); idx++; @@ -1920,7 +1946,25 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; lights[idx].type = RSG::light_storage->light_get_type(li->light); + lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (p_scene_render->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY); + + // Convert from Luminous Power to Luminous Intensity + if (lights[idx].type == RS::LIGHT_OMNI) { + lights[idx].energy *= 1.0 / (Math_PI * 4.0); + } else if (lights[idx].type == RS::LIGHT_SPOT) { + // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle. + // We make this assumption to keep them easy to control. + lights[idx].energy *= 1.0 / Math_PI; + } + } + + if (p_render_data->camera_attributes.is_valid()) { + lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); @@ -1938,7 +1982,7 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r } } -void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) { +void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization) { //print_line("rendering region " + itos(p_region)); RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but... @@ -1960,7 +2004,7 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr } //print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(cascades[cascade].cell_size)); - p_scene_render->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing); + p_scene_render->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing, p_exposure_normalization); if (cascade_next != cascade) { RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade"); @@ -1989,6 +2033,7 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr } cascades[cascade].all_dynamic_lights_dirty = true; + cascades[cascade].baked_exposure_normalization = p_exposure_normalization; push_constant.grid_size = cascade_size; push_constant.cascade = cascade; @@ -2297,7 +2342,7 @@ void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArr } } -void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) { +void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) { RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but... @@ -2358,7 +2403,25 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; + lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + if (p_scene_render->is_using_physical_light_units()) { + lights[idx].energy *= RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INTENSITY); + + // Convert from Luminous Power to Luminous Intensity + if (lights[idx].type == RS::LIGHT_OMNI) { + lights[idx].energy *= 1.0 / (Math_PI * 4.0); + } else if (lights[idx].type == RS::LIGHT_SPOT) { + // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle. + // We make this assumption to keep them easy to control. + lights[idx].energy *= 1.0 / Math_PI; + } + } + + if (p_render_data->camera_attributes.is_valid()) { + lights[idx].energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); @@ -2794,6 +2857,22 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID l.attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); l.energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + + if (p_scene_render->is_using_physical_light_units()) { + l.energy *= RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INTENSITY); + + l.energy *= gi->voxel_gi_get_baked_exposure_normalization(probe); + + // Convert from Luminous Power to Luminous Intensity + if (l.type == RS::LIGHT_OMNI) { + l.energy *= 1.0 / (Math_PI * 4.0); + } else if (l.type == RS::LIGHT_SPOT) { + // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle. + // We make this assumption to keep them easy to control. + l.energy *= 1.0 / Math_PI; + } + } + l.radius = to_cell.basis.xform(Vector3(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length(); Color color = RSG::light_storage->light_get_color(light).srgb_to_linear(); l.color[0] = color.r; @@ -3003,7 +3082,12 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID } p_scene_render->cull_argument[0] = instance; - p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size)); + float exposure_normalization = 1.0; + if (p_scene_render->is_using_physical_light_units()) { + exposure_normalization = gi->voxel_gi_get_baked_exposure_normalization(probe); + } + + p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size), exposure_normalization); VoxelGIDynamicPushConstant push_constant; memset(&push_constant, 0, sizeof(VoxelGIDynamicPushConstant)); @@ -3496,7 +3580,7 @@ GI::SDFGI *GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t return sdfgi; } -void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) { +void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); r_voxel_gi_instances_used = 0; @@ -3555,6 +3639,11 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra gipd.normal_bias = voxel_gi_get_normal_bias(base_probe); gipd.blend_ambient = !voxel_gi_is_interior(base_probe); gipd.mipmaps = gipi->mipmaps.size(); + gipd.exposure_normalization = 1.0; + if (p_render_data->camera_attributes.is_valid()) { + float exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + gipd.exposure_normalization = exposure_normalization / voxel_gi_get_baked_exposure_normalization(base_probe); + } } r_voxel_gi_instances_used++; diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index 8860445c3b..9ef1914333 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -76,6 +76,7 @@ public: float dynamic_range = 2.0; float energy = 1.0; + float baked_exposure = 1.0; float bias = 1.4; float normal_bias = 0.0; float propagation = 0.5; @@ -398,6 +399,9 @@ public: virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) override; virtual float voxel_gi_get_energy(RID p_voxel_gi) const override; + virtual void voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) override; + virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const override; + virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) override; virtual float voxel_gi_get_bias(RID p_voxel_gi) const override; @@ -512,6 +516,7 @@ public: float to_cell; int32_t probe_offset[3]; uint32_t pad; + float pad2[4]; }; //cascade blocks are full-size for volume (128^3), half size for albedo/emission @@ -551,6 +556,8 @@ public: RID integrate_uniform_set; RID lights_buffer; + float baked_exposure_normalization = 1.0; + bool all_dynamic_lights_dirty = true; }; @@ -630,8 +637,8 @@ public: void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render); - void render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render); - void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render); + void render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render, float p_exposure_normalization); + void render_static_lights(RenderDataRD *p_render_data, RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render); }; RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; @@ -705,6 +712,8 @@ public: float to_probe; // 1/bounds * grid_size int32_t probe_world_offset[3]; float to_cell; // 1/bounds * grid_size + float pad[3]; + float exposure_normalization; }; ProbeCascadeData cascades[SDFGI::MAX_CASCADES]; @@ -720,6 +729,9 @@ public: float normal_bias; // 4 - 88 uint32_t blend_ambient; // 4 - 92 uint32_t mipmaps; // 4 - 96 + + float pad[3]; // 12 - 108 + float exposure_normalization; // 4 - 112 }; struct SceneData { @@ -777,7 +789,7 @@ public: SDFGI *create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size); - void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render); + void setup_voxel_gi_instances(RenderDataRD *p_render_data, RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render); void process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render); RID voxel_gi_instance_create(RID p_base); diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 1d6b158d65..d1d18cdd83 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -292,7 +292,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar p_array[11] = 0; } -void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) { +void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier) { SkyPushConstant sky_push_constant; memset(&sky_push_constant, 0, sizeof(SkyPushConstant)); @@ -307,7 +307,6 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC sky_push_constant.position[0] = p_position.x; sky_push_constant.position[1] = p_position.y; sky_push_constant.position[2] = p_position.z; - sky_push_constant.multiplier = p_multiplier; sky_push_constant.time = p_time; sky_push_constant.luminance_multiplier = p_luminance_multiplier; store_transform_3x3(p_orientation, sky_push_constant.orientation); @@ -762,7 +761,7 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; // Could be RGBA16 tf.width = p_size.width; tf.height = p_size.height; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; @@ -868,7 +867,7 @@ void SkyRD::init() { actions.renames["COLOR"] = "color"; actions.renames["ALPHA"] = "alpha"; actions.renames["EYEDIR"] = "cube_normal"; - actions.renames["POSITION"] = "params.position_multiplier.xyz"; + actions.renames["POSITION"] = "params.position"; actions.renames["SKY_COORDS"] = "panorama_coords"; actions.renames["SCREEN_UV"] = "uv"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; @@ -1110,7 +1109,7 @@ SkyRD::~SkyRD() { RD::get_singleton()->free(index_buffer); //array gets freed as dependency } -void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { +void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); @@ -1220,6 +1219,14 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh float sign = light_storage->light_is_negative(base) ? -1 : 1; sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); + if (p_scene_render->is_using_physical_light_units()) { + sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); + } + + if (p_camera_attributes.is_valid()) { + sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes); + } + Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); sky_light_data.color[0] = linear_col.r; sky_light_data.color[1] = linear_col.g; @@ -1351,8 +1358,6 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D ERR_FAIL_COND(!shader_data); - float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); - bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; RS::SkyMode sky_mode = sky->mode; @@ -1415,7 +1420,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier); + _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); @@ -1434,7 +1439,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier); + _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); @@ -1449,7 +1454,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier); + _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, p_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); @@ -1475,7 +1480,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D } sky->processing_layer = 1; } - + sky->baked_exposure = p_luminance_multiplier; sky->reflection.dirty = false; } else { @@ -1491,7 +1496,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D } } -void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time) { +void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); @@ -1536,7 +1541,6 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera @@ -1567,7 +1571,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); - _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0); + _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } @@ -1580,7 +1584,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); - _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0); + _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } @@ -1594,7 +1598,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth } RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); - _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0); + _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } @@ -1634,7 +1638,6 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera @@ -1665,7 +1668,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); - _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier); + _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } @@ -1678,7 +1681,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio clear_colors.push_back(Color(0.0, 0.0, 0.0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); - _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier); + _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier); RD::get_singleton()->draw_list_end(); } } @@ -1728,7 +1731,6 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera @@ -1759,7 +1761,7 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set; } - _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier); + _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, p_transform.origin, p_luminance_multiplier); } void SkyRD::invalidate_sky(Sky *p_sky) { @@ -1881,6 +1883,13 @@ RID SkyRD::sky_get_material(RID p_sky) const { return sky->material; } +float SkyRD::sky_get_baked_exposure(RID p_sky) const { + Sky *sky = get_sky(p_sky); + ERR_FAIL_COND_V(!sky, 1.0); + + return sky->baked_exposure; +} + RID SkyRD::allocate_sky_rid() { return sky_owner.allocate_rid(); } diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h index 080165c112..bac8f44ef7 100644 --- a/servers/rendering/renderer_rd/environment/sky.h +++ b/servers/rendering/renderer_rd/environment/sky.h @@ -100,10 +100,9 @@ private: float orientation[12]; // 48 - 48 float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 80 float position[3]; // 12 - 92 - float multiplier; // 4 - 96 - float time; // 4 - 100 - float luminance_multiplier; // 4 - 104 - float pad[2]; // 8 - 112 // Using pad to align on 16 bytes + float time; // 4 - 96 + float pad[3]; // 12 - 108 + float luminance_multiplier; // 4 - 112 // 128 is the max size of a push constant. We can replace "pad" but we can't add any more. }; @@ -143,7 +142,7 @@ private: virtual ~SkyShaderData(); }; - void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier); + void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier); public: struct SkySceneState { @@ -264,6 +263,7 @@ public: bool dirty = false; int processing_layer = 0; Sky *dirty_list = nullptr; + float baked_exposure = 1.0; //State to track when radiance cubemap needs updating SkyMaterialData *prev_material = nullptr; @@ -296,9 +296,9 @@ public: void set_texture_format(RD::DataFormat p_texture_format); ~SkyRD(); - void setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); + void setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); void update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); - void draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer + void draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); // only called by clustered renderer void update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); void draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); @@ -306,6 +306,8 @@ public: void update_dirty_skys(); RID sky_get_material(RID p_sky) const; + RID sky_get_radiance_texture_rd(RID p_sky) const; + float sky_get_baked_exposure(RID p_sky) const; RID allocate_sky_rid(); void initialize_sky_rid(RID p_rid); @@ -315,8 +317,6 @@ public: void sky_set_mode(RID p_sky, RS::SkyMode p_mode); void sky_set_material(RID p_sky, RID p_material); Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size); - - RID sky_get_radiance_texture_rd(RID p_sky) const; }; } // namespace RendererRD diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 8754e90647..8421598275 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -906,8 +906,9 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment); - float bg_energy = environment_get_bg_energy(p_render_data->environment); - scene_state.ubo.ambient_light_color_energy[3] = bg_energy; + float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment); + + scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier; scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment); @@ -916,9 +917,9 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment); color = color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy; - scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy; - scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy; + scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier; + scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier; + scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier; scene_state.ubo.use_ambient_light = true; scene_state.ubo.use_ambient_cubemap = false; } else { @@ -987,6 +988,25 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.ss_effects_flags = 0; } + if (p_render_data->camera_attributes.is_valid()) { + scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + scene_state.ubo.IBL_exposure_normalization = 1.0; + if (is_environment(p_render_data->environment)) { + RID sky_rid = environment_get_sky(p_render_data->environment); + if (sky_rid.is_valid()) { + float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier(); + scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid)); + } + } + } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) { + // This branch is triggered when using render_material(). + // Emissive is set outside the function, so don't set it. + // IBL isn't used don't set it. + } else { + scene_state.ubo.emissive_exposure_normalization = 1.0; + scene_state.ubo.IBL_exposure_normalization = 1.0; + } + scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount(); scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit(); @@ -1383,7 +1403,7 @@ void RenderForwardClustered::_setup_voxelgis(const PagedArray<RID> &p_voxelgis) } } -void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) { +void RenderForwardClustered::_setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) { scene_state.lightmaps_used = 0; for (int i = 0; i < (int)p_lightmaps.size(); i++) { if (i >= (int)scene_state.max_lightmaps) { @@ -1395,6 +1415,13 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis; to_lm = to_lm.inverse().transposed(); //will transform normals RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform); + scene_state.lightmaps[i].exposure_normalization = 1.0; + if (p_render_data->camera_attributes.is_valid()) { + float baked_exposure = RendererRD::LightStorage::get_singleton()->lightmap_get_baked_exposure_normalization(lightmap); + float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + scene_state.lightmaps[i].exposure_normalization = enf / baked_exposure; + } + scene_state.lightmap_ids[i] = p_lightmaps[i]; scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap); @@ -1513,9 +1540,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co scene_state.ubo.viewport_size[0] = screen_size.x; scene_state.ubo.viewport_size[1] = screen_size.y; + scene_state.ubo.emissive_exposure_normalization = -1.0; + RD::get_singleton()->draw_command_begin_label("Render Setup"); - _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform); + _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform); _setup_voxelgis(*p_render_data->voxel_gi_instances); _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); @@ -1539,6 +1568,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID radiance_texture; bool draw_sky = false; bool draw_sky_fog_only = false; + // We invert luminance_multiplier for sky so that we can combine it with exposure value. + float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier(); Color clear_color; bool keep_color = false; @@ -1547,13 +1578,19 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black } else if (is_environment(p_render_data->environment)) { RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment); - float bg_energy = environment_get_bg_energy(p_render_data->environment); + float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment); + bg_energy_multiplier *= environment_get_bg_intensity(p_render_data->environment); + + if (p_render_data->camera_attributes.is_valid()) { + bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + switch (bg_mode) { case RS::ENV_BG_CLEAR_COLOR: { clear_color = p_default_bg_color; - clear_color.r *= bg_energy; - clear_color.g *= bg_energy; - clear_color.b *= bg_energy; + clear_color.r *= bg_energy_multiplier; + clear_color.g *= bg_energy_multiplier; + clear_color.b *= bg_energy_multiplier; if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); @@ -1561,9 +1598,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } break; case RS::ENV_BG_COLOR: { clear_color = environment_get_bg_color(p_render_data->environment); - clear_color.r *= bg_energy; - clear_color.g *= bg_energy; - clear_color.b *= bg_energy; + clear_color.r *= bg_energy_multiplier; + clear_color.g *= bg_energy_multiplier; + clear_color.b *= bg_energy_multiplier; if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); @@ -1594,11 +1631,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co projection = correction * p_render_data->cam_projection; } - sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this); + + sky_energy_multiplier *= bg_energy_multiplier; RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { - sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time); + sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier); radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid); } else { // do not try to draw sky if invalid @@ -1753,9 +1792,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co Projection correction; correction.set_depth_correction(true); Projection projection = correction * p_render_data->cam_projection; - sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time); + sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier); } else { - sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time); + sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); } @@ -2000,7 +2039,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) { RENDER_TIMESTAMP("Setup Rendering 3D Material"); RD::get_singleton()->draw_command_begin_label("Render 3D Material"); @@ -2018,6 +2057,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = false; scene_state.ubo.opaque_prepass_threshold = 0.0f; + scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -2064,6 +2104,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = true; scene_state.ubo.opaque_prepass_threshold = 0.0; + scene_state.ubo.emissive_exposure_normalization = -1.0; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -2119,7 +2160,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) { +void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) { RENDER_TIMESTAMP("Render SDFGI"); RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel"); @@ -2187,6 +2228,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds); + scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture); diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index 7e71406af8..3d74f6769e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -218,6 +218,8 @@ class RenderForwardClustered : public RendererSceneRenderRD { struct LightmapData { float normal_xform[12]; + float pad[3]; + float exposure_normalization; }; struct LightmapCaptureData { @@ -324,7 +326,8 @@ class RenderForwardClustered : public RendererSceneRenderRD { uint32_t pancake_shadows; float taa_jitter[2]; - uint32_t pad[2]; + float emissive_exposure_normalization; // Needed to normalize emissive when using physical units. + float IBL_exposure_normalization; }; struct PushConstant { @@ -397,7 +400,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0); void _setup_voxelgis(const PagedArray<RID> &p_voxelgis); - void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform); + void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform); struct RenderElementInfo { enum { MAX_REPEATS = (1 << 20) - 1 }; @@ -618,9 +621,9 @@ protected: virtual void _render_shadow_process() override; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; - virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; + virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) override; virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override; + virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override; virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override; public: diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index ffd47cc163..67d001dcb7 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -469,7 +469,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ return render_pass_uniform_sets[p_index]; } -void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) { +void RenderForwardMobile::_setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) { // This probably needs to change... scene_state.lightmaps_used = 0; for (int i = 0; i < (int)p_lightmaps.size(); i++) { @@ -482,6 +482,13 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis; to_lm = to_lm.inverse().transposed(); //will transform normals RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform); + scene_state.lightmaps[i].exposure_normalization = 1.0; + if (p_render_data->camera_attributes.is_valid()) { + float baked_exposure = RendererRD::LightStorage::get_singleton()->lightmap_get_baked_exposure_normalization(lightmap); + float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + scene_state.lightmaps[i].exposure_normalization = enf / baked_exposure; + } + scene_state.lightmap_ids[i] = p_lightmaps[i]; scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap); @@ -539,7 +546,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) { // can't do blit subpass using_subpass_post_process = false; - } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || environment_get_auto_exposure(p_render_data->environment) || camera_effects_uses_dof(p_render_data->camera_effects))) { + } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes))) { // can't do blit subpass using_subpass_post_process = false; } @@ -580,10 +587,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color scene_state.ubo.viewport_size[0] = screen_size.x; scene_state.ubo.viewport_size[1] = screen_size.y; + scene_state.ubo.emissive_exposure_normalization = -1.0; RD::get_singleton()->draw_command_begin_label("Render Setup"); - _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform); + _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform); _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example) @@ -594,6 +602,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RID radiance_texture; bool draw_sky = false; bool draw_sky_fog_only = false; + // We invert luminance_multiplier for sky so that we can combine it with exposure value. + float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier(); Color clear_color = p_default_bg_color; bool keep_color = false; @@ -602,13 +612,19 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black } else if (is_environment(p_render_data->environment)) { RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment); - float bg_energy = environment_get_bg_energy(p_render_data->environment); + float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment); + bg_energy_multiplier *= environment_get_bg_intensity(p_render_data->environment); + + if (p_render_data->camera_attributes.is_valid()) { + bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } + switch (bg_mode) { case RS::ENV_BG_CLEAR_COLOR: { clear_color = p_default_bg_color; - clear_color.r *= bg_energy; - clear_color.g *= bg_energy; - clear_color.b *= bg_energy; + clear_color.r *= bg_energy_multiplier; + clear_color.g *= bg_energy_multiplier; + clear_color.b *= bg_energy_multiplier; /* if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; @@ -618,9 +634,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } break; case RS::ENV_BG_COLOR: { clear_color = environment_get_bg_color(p_render_data->environment); - clear_color.r *= bg_energy; - clear_color.g *= bg_energy; - clear_color.b *= bg_energy; + clear_color.r *= bg_energy_multiplier; + clear_color.g *= bg_energy_multiplier; + clear_color.b *= bg_energy_multiplier; /* if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; @@ -653,11 +669,13 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color projection = correction * p_render_data->cam_projection; } - sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this); + + sky_energy_multiplier *= bg_energy_multiplier; RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { - sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); + sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier); radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid); } else { // do not try to draw sky if invalid @@ -681,9 +699,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color Projection correction; correction.set_depth_correction(true); Projection projection = correction * p_render_data->cam_projection; - sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time); + sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier); } else { - sky.update_res_buffers(p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time); + sky.update_res_buffers(p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers @@ -780,9 +798,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color Projection correction; correction.set_depth_correction(true); Projection projection = correction * p_render_data->cam_projection; - sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); + sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier); } else { - sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); + sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass @@ -999,7 +1017,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) { /* */ -void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) { RENDER_TIMESTAMP("Setup Rendering 3D Material"); RD::get_singleton()->draw_command_begin_label("Render 3D Material"); @@ -1009,6 +1027,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = false; scene_state.ubo.opaque_prepass_threshold = 0.0f; + scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization; RenderDataRD render_data; render_data.cam_projection = p_cam_projection; @@ -1054,6 +1073,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *> scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = true; + scene_state.ubo.emissive_exposure_normalization = -1.0; RenderDataRD render_data; render_data.instances = &p_instances; @@ -1112,7 +1132,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *> RD::get_singleton()->draw_command_end_label(); } -void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) { +void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) { // we don't do GI in low end.. } @@ -1650,8 +1670,9 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment); - float bg_energy = environment_get_bg_energy(p_render_data->environment); - scene_state.ubo.ambient_light_color_energy[3] = bg_energy; + float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment); + + scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier; scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment); @@ -1660,9 +1681,9 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment); color = color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy; - scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy; - scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy; + scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier; + scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier; + scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier; scene_state.ubo.use_ambient_light = true; scene_state.ubo.use_ambient_cubemap = false; } else { @@ -1726,6 +1747,25 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, scene_state.ubo.ssao_enabled = false; } + if (p_render_data->camera_attributes.is_valid()) { + scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + scene_state.ubo.IBL_exposure_normalization = 1.0; + if (is_environment(p_render_data->environment)) { + RID sky_rid = environment_get_sky(p_render_data->environment); + if (sky_rid.is_valid()) { + float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier(); + scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid)); + } + } + } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) { + // This branch is triggered when using render_material(). + // Emissive is set outside the function, so don't set it. + // IBL isn't used don't set it. + } else { + scene_state.ubo.emissive_exposure_normalization = 1.0; + scene_state.ubo.IBL_exposure_normalization = 1.0; + } + scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount(); scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit(); diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 4a7112eb81..cc3e245f2f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -216,9 +216,9 @@ protected: virtual void _render_shadow_process() override; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; - virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; + virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) override; virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override; + virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override; virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override; uint64_t lightmap_texture_array_version = 0xFFFFFFFF; @@ -235,7 +235,7 @@ protected: static RenderForwardMobile *singleton; void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0); - void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform); + void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform); RID render_base_uniform_set; LocalVector<RID> render_pass_uniform_sets; @@ -244,6 +244,8 @@ protected: struct LightmapData { float normal_xform[12]; + float pad[3]; + float exposure_normalization; }; struct LightmapCaptureData { @@ -315,8 +317,8 @@ protected: float reflection_multiplier; uint32_t pancake_shadows; - uint32_t pad1; - uint32_t pad2; + float emissive_exposure_normalization; // Needed to normalize emissive when using physical units. + float IBL_exposure_normalization; // Adjusts for baked exposure. uint32_t pad3; }; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 2d004baf48..a95dbbe779 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -37,6 +37,7 @@ #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" +#include "servers/rendering/storage/camera_attributes_storage.h" void get_vogel_disk(float *r_kernel, int p_sample_count) { const float golden_angle = 2.4; @@ -246,7 +247,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba } if (use_cube_map) { - Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy(p_env), p_bake_irradiance, p_size); + Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size); if (use_ambient_light) { for (int x = 0; x < p_size.width; x++) { for (int y = 0; y < p_size.height; y++) { @@ -256,12 +257,12 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba } return panorama; } else { - const float bg_energy = environment_get_bg_energy(p_env); + const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env); Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env)); panorama_color = panorama_color.srgb_to_linear(); - panorama_color.r *= bg_energy; - panorama_color.g *= bg_energy; - panorama_color.b *= bg_energy; + panorama_color.r *= bg_energy_multiplier; + panorama_color.g *= bg_energy_multiplier; + panorama_color.b *= bg_energy_multiplier; if (use_ambient_light) { panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix); @@ -1083,45 +1084,6 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance ////////////////////////////////////////////////// -RID RendererSceneRenderRD::camera_effects_allocate() { - return camera_effects_owner.allocate_rid(); -} -void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) { - camera_effects_owner.initialize_rid(p_rid, CameraEffects()); -} - -void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) { - dof_blur_quality = p_quality; - dof_blur_use_jitter = p_use_jitter; -} - -void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) { - dof_blur_bokeh_shape = p_shape; -} - -void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) { - CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects); - ERR_FAIL_COND(!camfx); - - camfx->dof_blur_far_enabled = p_far_enable; - camfx->dof_blur_far_distance = p_far_distance; - camfx->dof_blur_far_transition = p_far_transition; - - camfx->dof_blur_near_enabled = p_near_enable; - camfx->dof_blur_near_distance = p_near_distance; - camfx->dof_blur_near_transition = p_near_transition; - - camfx->dof_blur_amount = p_amount; -} - -void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) { - CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects); - ERR_FAIL_COND(!camfx); - - camfx->override_exposure_enabled = p_enable; - camfx->override_exposure = p_exposure; -} - RID RendererSceneRenderRD::light_instance_create(RID p_light) { RID li = light_instance_owner.make_rid(LightInstance()); @@ -1860,13 +1822,11 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(!rb); - // Glow and override exposure (if enabled). - CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects); - + // Glow, auto exposure and DoF (if enabled). bool can_use_effects = rb->width >= 8 && rb->height >= 8; bool can_use_storage = _render_buffers_can_be_storage(); - if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) { + if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) { RENDER_TIMESTAMP("Depth of Field"); RD::get_singleton()->draw_command_begin_label("DOF"); if (rb->blur[0].texture.is_null()) { @@ -1881,7 +1841,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture; buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture; - float bokeh_size = camfx->dof_blur_amount * 64.0; if (can_use_storage) { for (uint32_t i = 0; i < rb->view_count; i++) { buffers.base_texture = rb->views[i].view_texture; @@ -1890,7 +1849,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum float z_near = p_render_data->view_projection[i].get_z_near(); float z_far = p_render_data->view_projection[i].get_z_far(); - bokeh_dof->bokeh_dof_compute(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, z_near, z_far, p_render_data->cam_orthogonal); + bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal); }; } else { // Set framebuffers. @@ -1913,27 +1872,32 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum float z_near = p_render_data->view_projection[i].get_z_near(); float z_far = p_render_data->view_projection[i].get_z_far(); - bokeh_dof->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, z_near, z_far, p_render_data->cam_orthogonal); + bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal); } } RD::get_singleton()->draw_command_end_label(); } - if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) { + float auto_exposure_scale = 1.0; + + if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) { RENDER_TIMESTAMP("Auto exposure"); + RD::get_singleton()->draw_command_begin_label("Auto exposure"); if (rb->luminance.current.is_null()) { _allocate_luminance_textures(rb); } + uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes); + bool set_immediate = auto_exposure_version != rb->auto_exposure_version; + rb->auto_exposure_version = auto_exposure_version; - bool set_immediate = environment_get_auto_exposure_version(p_render_data->environment) != rb->auto_exposure_version; - rb->auto_exposure_version = environment_get_auto_exposure_version(p_render_data->environment); - - double step = environment_get_auto_exp_speed(p_render_data->environment) * time_step; + double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step; + float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes); + float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes); if (can_use_storage) { - RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate); + RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); } else { - RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate); + RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); } // Swap final reduce with prev luminance. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]); @@ -1941,6 +1905,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]); } + auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes); + RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on. RD::get_singleton()->draw_command_end_label(); } @@ -1975,13 +1941,13 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende if (i == 0) { RID luminance_texture; - if (environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) { + if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) { luminance_texture = rb->luminance.current; } if (can_use_storage) { - copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, environment_get_auto_exp_scale(p_render_data->environment)); + copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale); } else { - copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, environment_get_auto_exp_scale(p_render_data->environment)); + copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale); } } else { if (can_use_storage) { @@ -2002,10 +1968,10 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende RendererRD::ToneMapper::TonemapSettings tonemap; - if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) { + if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) { tonemap.use_auto_exposure = true; tonemap.exposure_texture = rb->luminance.current; - tonemap.auto_exposure_grey = environment_get_auto_exp_scale(p_render_data->environment); + tonemap.auto_exposure_scale = auto_exposure_scale; } else { tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } @@ -2047,10 +2013,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende tonemap.exposure = environment_get_exposure(p_render_data->environment); } - if (camfx && camfx->override_exposure_enabled) { - tonemap.exposure = camfx->override_exposure; - } - tonemap.use_color_correction = false; tonemap.use_1d_color_correction = false; tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); @@ -2093,9 +2055,6 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(!rb); - // Override exposure (if enabled). - CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects); - bool can_use_effects = rb->width >= 8 && rb->height >= 8; RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass(); @@ -2108,18 +2067,15 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr tonemap.white = environment_get_white(p_render_data->environment); } - if (camfx && camfx->override_exposure_enabled) { - tonemap.exposure = camfx->override_exposure; - } - // We don't support glow or auto exposure here, if they are needed, don't use subpasses! // The problem is that we need to use the result so far and process them before we can // apply this to our results. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) { ERR_FAIL_MSG("Glow is not supported when using subpasses."); } - if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) { - ERR_FAIL_MSG("Glow is not supported when using subpasses."); + + if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) { + ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses."); } tonemap.use_glow = false; @@ -2739,7 +2695,7 @@ RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_g return rb->data; } -void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) { +void RendererSceneRenderRD::_setup_reflections(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); cluster.reflection_count = 0; @@ -2796,6 +2752,12 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe); reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe); + reflection_ubo.exposure_normalization = 1.0; + + if (p_render_data->camera_attributes.is_valid()) { + float exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + reflection_ubo.exposure_normalization = exposure / light_storage->reflection_probe_get_baked_exposure(base_probe); + } Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear(); float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe); @@ -2819,7 +2781,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti } } -void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) { +void RendererSceneRenderRD::_setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); @@ -2863,7 +2825,17 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const float sign = light_storage->light_is_negative(base) ? -1 : 1; - light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI; + light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); + + if (is_using_physical_light_units()) { + light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); + } else { + light_data.energy *= Math_PI; + } + + if (p_render_data->camera_attributes.is_valid()) { + light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); light_data.color[0] = linear_col.r; @@ -2871,6 +2843,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.color[2] = linear_col.b; light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR); + light_data.volumetric_fog_energy = light_storage->light_get_param(base, RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY); light_data.mask = light_storage->light_get_cull_mask(base); float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); @@ -2952,7 +2925,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START); light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep light_data.fade_to = -light_data.shadow_split_offsets[3]; - light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base); light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR); light_data.softshadow_angle = angular_diameter; @@ -3076,12 +3048,32 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const } } - float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade; + float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * fade; + + if (is_using_physical_light_units()) { + energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); + + // Convert from Luminous Power to Luminous Intensity + if (type == RS::LIGHT_OMNI) { + energy *= 1.0 / (Math_PI * 4.0); + } else { + // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle. + // We make this assumption to keep them easy to control. + energy *= 1.0 / Math_PI; + } + } else { + energy *= Math_PI; + } + + if (p_render_data->camera_attributes.is_valid()) { + energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); + } light_data.color[0] = linear_col.r * energy; light_data.color[1] = linear_col.g * energy; light_data.color[2] = linear_col.b * energy; light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0; + light_data.volumetric_fog_energy = light_storage->light_get_param(base, RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY); light_data.bake_mode = light_storage->light_get_bake_mode(base); float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE)); @@ -3176,7 +3168,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.atlas_rect[3] = rect.size.height; light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR); - light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base); if (type == RS::LIGHT_OMNI) { Transform3D proj = (inverse_transform * light_transform).inverse(); @@ -3645,12 +3636,12 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } } else { //do not render reflections when rendering a reflection probe - _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment); + _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment); } uint32_t directional_light_count = 0; uint32_t positional_light_count = 0; - _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows); + _setup_lights(p_render_data, *p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows); _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse()); p_render_data->directional_light_count = directional_light_count; @@ -3673,7 +3664,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } } -void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { +void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); // getting this here now so we can direct call a bunch of things more easily @@ -3719,7 +3710,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData render_data.lightmaps = &p_lightmaps; render_data.fog_volumes = &p_fog_volumes; render_data.environment = p_environment; - render_data.camera_effects = p_camera_effects; + render_data.camera_attributes = p_camera_attributes; render_data.shadow_atlas = p_shadow_atlas; render_data.reflection_atlas = p_reflection_atlas; render_data.reflection_probe = p_reflection_probe; @@ -3753,11 +3744,15 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData //sdfgi first if (rb != nullptr && rb->sdfgi != nullptr) { + float exposure_normalization = 1.0; + if (p_camera_attributes.is_valid()) { + exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes); + } for (int i = 0; i < render_state.render_sdfgi_region_count; i++) { - rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this); + rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this, exposure_normalization); } if (render_state.sdfgi_update_data->update_static) { - rb->sdfgi->render_static_lights(p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this); + rb->sdfgi->render_static_lights(&render_data, p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this); } } @@ -3790,6 +3785,9 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData } else { current_cluster_builder = ra->cluster_builder; } + if (p_camera_attributes.is_valid()) { + RendererRD::LightStorage::get_singleton()->reflection_probe_set_baked_exposure(rpi->probe, RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes)); + } } else { ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash current_cluster_builder = nullptr; @@ -3804,7 +3802,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData rb->sdfgi->update_light(); } - gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this); + gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this); } render_state.depth_prepass_used = false; @@ -4041,7 +4039,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, } void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { - _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region); + _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0); } void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) { @@ -4083,9 +4081,8 @@ bool RendererSceneRenderRD::free(RID p_rid) { render_buffers_owner.free(p_rid); } else if (is_environment(p_rid)) { environment_free(p_rid); - } else if (camera_effects_owner.owns(p_rid)) { - //not much to delete, just free it - camera_effects_owner.free(p_rid); + } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) { + RSG::camera_attributes->camera_attributes_free(p_rid); } else if (reflection_atlas_owner.owns(p_rid)) { reflection_atlas_set_size(p_rid, 0, 0); ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid); @@ -4335,8 +4332,8 @@ RendererSceneRenderRD::RendererSceneRenderRD() { void RendererSceneRenderRD::init() { max_cluster_elements = get_max_elements(); - directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size"); - directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits"); + directional_shadow.size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size"); + directional_shadow.use_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits"); /* SKY SHADER */ @@ -4395,8 +4392,10 @@ void RendererSceneRenderRD::init() { shadow_sampler = RD::get_singleton()->sampler_create(sampler); } - camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape")))); - camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter")); + RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape")))); + RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter")); + use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"); + environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to")); screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled"); screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount"); @@ -4414,8 +4413,8 @@ void RendererSceneRenderRD::init() { directional_soft_shadow_kernel = memnew_arr(float, 128); penumbra_shadow_kernel = memnew_arr(float, 128); soft_shadow_kernel = memnew_arr(float, 128); - positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality")))); - directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality")))); + positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality")))); + directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality")))); environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth")); environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter")); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 8e59b21aa8..70109b29da 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -76,7 +76,7 @@ struct RenderDataRD { const PagedArray<RID> *lightmaps = nullptr; const PagedArray<RID> *fog_volumes = nullptr; RID environment; - RID camera_effects; + RID camera_attributes; RID shadow_atlas; RID reflection_atlas; RID reflection_probe; @@ -114,9 +114,9 @@ protected: }; virtual RenderBufferData *_create_render_buffer_data() = 0; - void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows); + void _setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows); void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform); - void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment); + void _setup_reflections(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment); virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0; @@ -125,9 +125,9 @@ protected: virtual void _render_shadow_process() = 0; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0; - virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; + virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0; virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; - virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0; + virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0; virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0; void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); @@ -418,31 +418,11 @@ private: bool glow_high_quality = false; RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW; - /* CAMERA EFFECTS */ - - struct CameraEffects { - bool dof_blur_far_enabled = false; - float dof_blur_far_distance = 10; - float dof_blur_far_transition = 5; - - bool dof_blur_near_enabled = false; - float dof_blur_near_distance = 2; - float dof_blur_near_transition = 1; - - float dof_blur_amount = 0.1; - - bool override_exposure_enabled = false; - float override_exposure = 1; - }; - - RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM; - RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON; - bool dof_blur_use_jitter = false; RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM; float sss_scale = 0.05; float sss_depth_scale = 0.01; - mutable RID_Owner<CameraEffects, true> camera_effects_owner; + bool use_physical_light_units = false; /* RENDER BUFFERS */ @@ -592,7 +572,7 @@ private: uint32_t exterior; uint32_t box_project; uint32_t ambient_mode; - uint32_t pad; + float exposure_normalization; float local_matrix[16]; // up to here for spot and omni, rest is for directional }; @@ -618,7 +598,7 @@ private: float soft_shadow_size; float soft_shadow_scale; uint32_t mask; - float shadow_volumetric_fog_fade; + float volumetric_fog_energy; uint32_t bake_mode; float projector_rect[4]; }; @@ -638,7 +618,7 @@ private: float fade_to; uint32_t pad[2]; uint32_t bake_mode; - float shadow_volumetric_fog_fade; + float volumetric_fog_energy; float shadow_bias[4]; float shadow_normal_bias[4]; float shadow_transmittance_bias[4]; @@ -831,21 +811,8 @@ public: virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override; - /* CAMERA EFFECTS */ - - virtual RID camera_effects_allocate() override; - virtual void camera_effects_initialize(RID p_rid) override; - - virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override; - virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override; - - virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override; - virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override; - - bool camera_effects_uses_dof(RID p_camera_effects) { - CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects); - - return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0; + _FORCE_INLINE_ bool is_using_physical_light_units() { + return use_physical_light_units; } /* LIGHT INSTANCE API */ @@ -1139,7 +1106,7 @@ public: virtual void update_uniform_sets(){}; - virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; + virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl index 96f5c3e9f2..cb06250cf2 100644 --- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl @@ -129,7 +129,7 @@ void main() { #ifdef GLOW_USE_AUTO_EXPOSURE - frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey; + frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale; #endif frag_color *= blur.glow_exposure; diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl index 730504571a..06ca198f37 100644 --- a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl @@ -16,7 +16,7 @@ layout(push_constant, std430) uniform Blur { float glow_exposure; // 04 - 36 float glow_white; // 04 - 40 float glow_luminance_cap; // 04 - 44 - float glow_auto_exposure_grey; // 04 - 48 + float glow_auto_exposure_scale; // 04 - 48 float luminance_multiplier; // 04 - 52 float res1; // 04 - 56 diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl index 0b43af7738..bdf84bb03a 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl @@ -41,11 +41,25 @@ float get_depth_at_pos(vec2 uv) { float get_blur_size(float depth) { if (params.blur_near_active && depth < params.blur_near_begin) { - return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative + if (params.use_physical_near) { + // Physically-based. + float d = abs(params.blur_near_begin - depth); + return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative. + } else { + // Non-physically-based. + return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative. + } } if (params.blur_far_active && depth > params.blur_far_begin) { - return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; + if (params.use_physical_far) { + // Physically-based. + float d = abs(params.blur_far_begin - depth); + return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP; + } else { + // Non-physically-based. + return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; + } } return 0.0; diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl index b90a527554..4a2b0edc18 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl @@ -20,6 +20,11 @@ layout(push_constant, std430) uniform Params { bool use_jitter; float jitter_seed; + bool use_physical_near; + bool use_physical_far; + + float blur_size_near; + float blur_size_far; uint pad[2]; } params; diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl index a06cacfabe..a2bdc2e90e 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl @@ -63,11 +63,25 @@ float get_depth_at_pos(vec2 uv) { float get_blur_size(float depth) { if (params.blur_near_active && depth < params.blur_near_begin) { - return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative + if (params.use_physical_near) { + // Physically-based. + float d = abs(params.blur_near_begin - depth); + return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative. + } else { + // Non-physically-based. + return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative. + } } if (params.blur_far_active && depth > params.blur_far_begin) { - return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; + if (params.use_physical_far) { + // Physically-based. + float d = abs(params.blur_far_begin - depth); + return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP; + } else { + // Non-physically-based. + return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; + } } return 0.0; diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl index 3a4ef86ef0..bfe329b8ec 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl @@ -31,7 +31,7 @@ layout(push_constant, std430) uniform Params { float glow_exposure; float glow_white; float glow_luminance_cap; - float glow_auto_exposure_grey; + float glow_auto_exposure_scale; // DOF. float camera_z_far; float camera_z_near; @@ -185,7 +185,7 @@ void main() { if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { #ifdef GLOW_USE_AUTO_EXPOSURE - color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey; + color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_scale; #endif color *= params.glow_exposure; diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index 62a7b0e7d7..e459756c6a 100644 --- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -75,7 +75,7 @@ layout(push_constant, std430) uniform Params { float exposure; float white; - float auto_exposure_grey; + float auto_exposure_scale; float luminance_multiplier; vec2 pixel_size; @@ -440,7 +440,7 @@ void main() { #ifndef SUBPASS if (params.use_auto_exposure) { - exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey); + exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_scale); } #endif diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl index 6ea8cb1377..ab927df678 100644 --- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl @@ -32,6 +32,8 @@ struct ProbeCascadeData { float to_probe; ivec3 probe_world_offset; float to_cell; // 1/bounds * grid_size + vec3 pad; + float exposure_normalization; }; layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image2D ambient_buffer; @@ -83,6 +85,9 @@ struct VoxelGIData { float normal_bias; // 4 - 88 bool blend_ambient; // 4 - 92 uint mipmaps; // 4 - 96 + + vec3 pad; // 12 - 108 + float exposure_normalization; // 4 - 112 }; layout(set = 0, binding = 16, std140) uniform VoxelGIs { @@ -241,7 +246,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_ pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; diffuse = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb; - diffuse_accum += vec4(diffuse * weight, weight); + diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight); { vec3 specular = vec3(0.0); @@ -255,7 +260,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_ specular = mix(specular, textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb, (roughness - 0.2) * 1.25); } - specular_accum += specular * weight; + specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization; } } @@ -574,7 +579,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 } } - light.rgb *= voxel_gi_instances.data[index].dynamic_range; + light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; if (!voxel_gi_instances.data[index].blend_ambient) { light.a = 1.0; } @@ -583,7 +588,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 //radiance vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias); - irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range; + irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; if (!voxel_gi_instances.data[index].blend_ambient) { irr_light.a = 1.0; } diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index 9640d30e78..177dab16c7 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl @@ -21,6 +21,7 @@ struct CascadeData { float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; + vec4 pad2; }; layout(set = 0, binding = 9, std140) uniform Cascades { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl index 75b1ad2130..a0ef169f03 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl @@ -73,6 +73,7 @@ struct CascadeData { float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; + vec4 pad2; }; layout(set = 0, binding = 1, std140) uniform Cascades { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl index b95fad650e..9f7449b8aa 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl @@ -45,6 +45,7 @@ struct CascadeData { float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; + vec4 pad2; }; layout(set = 0, binding = 8, std140) uniform Cascades { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl index 9c03297f5c..4bdb0dcc72 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl @@ -20,6 +20,7 @@ struct CascadeData { float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; + vec4 pad2; }; layout(set = 0, binding = 7, std140) uniform Cascades { diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index e825020a4e..7a0b2af3ce 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -15,10 +15,10 @@ layout(location = 0) out vec2 uv_interp; layout(push_constant, std430) uniform Params { mat3 orientation; vec4 projections[MAX_VIEWS]; - vec4 position_multiplier; + vec3 position; float time; + vec3 pad; float luminance_multiplier; - float pad[2]; } params; @@ -55,10 +55,10 @@ layout(location = 0) in vec2 uv_interp; layout(push_constant, std430) uniform Params { mat3 orientation; vec4 projections[MAX_VIEWS]; - vec4 position_multiplier; + vec3 position; float time; + vec3 pad; float luminance_multiplier; - float pad[2]; } params; @@ -200,17 +200,17 @@ void main() { #ifdef USE_CUBEMAP_PASS #ifdef USES_HALF_RES_COLOR - half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier; + half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier; #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier; + quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier; #endif #else #ifdef USES_HALF_RES_COLOR - half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier; + half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier; #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier; + quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier; #endif #endif @@ -220,7 +220,7 @@ void main() { } - frag_color.rgb = color * params.position_multiplier.w; + frag_color.rgb = color; frag_color.a = alpha; #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS) @@ -242,12 +242,13 @@ void main() { #endif // DISABLE_FOG - // Blending is disabled for Sky, so alpha doesn't blend - // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky + // Blending is disabled for Sky, so alpha doesn't blend. + // Alpha is used for subsurface scattering so make sure it doesn't get applied to Sky. if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) { frag_color.a = 0.0; } - // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer - frag_color.rgb = frag_color.rgb / params.luminance_multiplier; + // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer. + // For both mobile and clustered, we also bake in the exposure value for the environment and camera. + frag_color.rgb = frag_color.rgb * params.luminance_multiplier; } diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl index 6f79b9e771..eed9038502 100644 --- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl @@ -84,6 +84,9 @@ struct VoxelGIData { float normal_bias; // 4 - 88 bool blend_ambient; // 4 - 92 uint mipmaps; // 4 - 96 + + vec3 pad; // 12 - 108 + float exposure_normalization; // 4 - 112 }; layout(set = 0, binding = 11, std140) uniform VoxelGIs { @@ -105,6 +108,8 @@ struct SDFVoxelGICascadeData { float to_probe; ivec3 probe_world_offset; float to_cell; // 1/bounds * grid_size + vec3 pad; + float exposure_normalization; }; layout(set = 1, binding = 0, std140) uniform SDFGI { @@ -270,6 +275,9 @@ const vec3 halton_map[TEMPORAL_FRAMES] = vec3[]( vec3(0.9375, 0.25925926, 0.12), vec3(0.03125, 0.59259259, 0.32)); +// Higher values will make light in volumetric fog fade out sooner when it's occluded by shadow. +const float INV_FOG_FADE = 10.0; + void main() { vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size); @@ -375,46 +383,48 @@ void main() { if (total_density > 0.001) { for (uint i = 0; i < params.directional_light_count; i++) { - vec3 shadow_attenuation = vec3(1.0); - - if (directional_lights.data[i].shadow_opacity > 0.001) { - float depth_z = -view_pos.z; - - vec4 pssm_coord; - vec3 light_dir = directional_lights.data[i].direction; - vec4 v = vec4(view_pos, 1.0); - float z_range; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.x; - - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.y; - - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.z; - - } else { - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.w; - } + if (directional_lights.data[i].volumetric_fog_energy > 0.001) { + vec3 shadow_attenuation = vec3(1.0); + + if (directional_lights.data[i].shadow_opacity > 0.001) { + float depth_z = -view_pos.z; + + vec4 pssm_coord; + vec3 light_dir = directional_lights.data[i].direction; + vec4 v = vec4(view_pos, 1.0); + float z_range; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.x; + + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.y; + + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.z; + + } else { + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.w; + } - float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; - float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade); + float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; + float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * INV_FOG_FADE); - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance - shadow_attenuation = mix(vec3(0.0), vec3(1.0), shadow); - } + shadow_attenuation = mix(vec3(1.0 - directional_lights.data[i].shadow_opacity), vec3(1.0), shadow); + } - total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g); + total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g) * directional_lights.data[i].volumetric_fog_energy; + } } // Compute light from sky @@ -481,7 +491,7 @@ void main() { float d = distance(omni_lights.data[light_index].position, view_pos); float shadow_attenuation = 1.0; - if (d * omni_lights.data[light_index].inv_radius < 1.0) { + if (omni_lights.data[light_index].volumetric_fog_energy > 0.001 && d * omni_lights.data[light_index].inv_radius < 1.0) { float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation); vec3 light = omni_lights.data[light_index].color; @@ -509,9 +519,9 @@ void main() { float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; - shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade); + shadow_attenuation = mix(1.0 - omni_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * INV_FOG_FADE)); } - total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g); + total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g) * omni_lights.data[light_index].volumetric_fog_energy; } } } @@ -562,7 +572,7 @@ void main() { float d = length(light_rel_vec); float shadow_attenuation = 1.0; - if (d * spot_lights.data[light_index].inv_radius < 1.0) { + if (spot_lights.data[light_index].volumetric_fog_energy > 0.001 && d * spot_lights.data[light_index].inv_radius < 1.0) { float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation); vec3 spot_dir = spot_lights.data[light_index].direction; @@ -595,9 +605,9 @@ void main() { float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; - shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); + shadow_attenuation = mix(1.0 - spot_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * INV_FOG_FADE)); } - total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g); + total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g) * spot_lights.data[light_index].volumetric_fog_energy; } } } @@ -619,7 +629,7 @@ void main() { light += a * slight; } - light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject; + light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject * voxel_gi_instances.data[i].exposure_normalization; total_light += light.rgb; } @@ -686,7 +696,7 @@ void main() { vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb; - ambient_accum.rgb += ambient * weight; + ambient_accum.rgb += ambient * weight * sdfgi.cascades[i].exposure_normalization; ambient_accum.a += weight; } diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl index 799f7087b6..7488a3f2c7 100644 --- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl @@ -25,7 +25,7 @@ struct LightData { //this structure needs to be as packed as possible highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows uint mask; - mediump float shadow_volumetric_fog_fade; + mediump float volumetric_fog_energy; uint bake_mode; highp vec4 projector_rect; //projector rect in srgb decal atlas }; @@ -44,7 +44,7 @@ struct ReflectionData { bool exterior; bool box_project; uint ambient_mode; - uint pad; + float exposure_normalization; //0-8 is intensity,8-9 is ambient, mode highp mat4 local_matrix; // up to here for spot and omni, rest is for directional // notes: for ambientblend, use distance to edge to blend between already existing global environment @@ -52,7 +52,7 @@ struct ReflectionData { struct DirectionalLightData { mediump vec3 direction; - mediump float energy; + highp float energy; // needs to be highp to avoid NaNs being created with high energy values (i.e. when using physical light units and over-exposing the image) mediump vec3 color; mediump float size; mediump float specular; @@ -65,7 +65,7 @@ struct DirectionalLightData { highp float fade_to; uvec2 pad; uint bake_mode; - mediump float shadow_volumetric_fog_fade; + mediump float volumetric_fog_energy; highp vec4 shadow_bias; highp vec4 shadow_normal_bias; highp vec4 shadow_transmittance_bias; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 6b4e4a5a16..26b96b358f 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -986,6 +986,11 @@ void fragment_shader(in SceneData scene_data) { vec3 diffuse_light = vec3(0.0, 0.0, 0.0); vec3 ambient_light = vec3(0.0, 0.0, 0.0); +#ifndef MODE_UNSHADED + // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. + emission *= scene_data.emissive_exposure_normalization; +#endif + #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { @@ -1015,6 +1020,7 @@ void fragment_shader(in SceneData scene_data) { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light *= scene_data.IBL_exposure_normalization; specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } @@ -1035,7 +1041,7 @@ void fragment_shader(in SceneData scene_data) { #else vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - + cubemap_ambient *= scene_data.IBL_exposure_normalization; ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); } } @@ -1094,15 +1100,16 @@ void fragment_shader(in SceneData scene_data) { const float c4 = 0.886227; const float c5 = 0.247708; ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) * + scene_data.emissive_exposure_normalization; } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); @@ -1120,20 +1127,22 @@ void fragment_shader(in SceneData scene_data) { uint idx = instances.data[instance_index].gi_offset >> 20; vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); + float en = lightmaps.data[idx].exposure_normalization; - ambient_light += lm_light_l0 * 0.282095f; - ambient_light += lm_light_l1n1 * 0.32573 * n.y; - ambient_light += lm_light_l1_0 * 0.32573 * n.z; - ambient_light += lm_light_l1p1 * 0.32573 * n.x; + ambient_light += lm_light_l0 * 0.282095f * en; + ambient_light += lm_light_l1n1 * 0.32573 * n.y * en; + ambient_light += lm_light_l1_0 * 0.32573 * n.z * en; + ambient_light += lm_light_l1p1 * 0.32573 * n.x * en; if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick vec3 r = reflect(normalize(-vertex), normal); - specular_light += lm_light_l1n1 * 0.32573 * r.y; - specular_light += lm_light_l1_0 * 0.32573 * r.z; - specular_light += lm_light_l1p1 * 0.32573 * r.x; + specular_light += lm_light_l1n1 * 0.32573 * r.y * en; + specular_light += lm_light_l1_0 * 0.32573 * r.z * en; + specular_light += lm_light_l1p1 * 0.32573 * r.x * en; } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb; + uint idx = instances.data[instance_index].gi_offset >> 20; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; } } #else diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index f0717294ef..45484b8c47 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -105,6 +105,8 @@ directional_lights; struct Lightmap { mat3 normal_xform; + vec3 pad; + float exposure_normalization; }; layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { @@ -139,6 +141,8 @@ struct SDFVoxelGICascadeData { float to_probe; ivec3 probe_world_offset; float to_cell; // 1/bounds * grid_size + vec3 pad; + float exposure_normalization; }; layout(set = 0, binding = 15, std140) uniform SDFGI { @@ -251,7 +255,8 @@ struct SceneData { bool pancake_shadows; vec2 taa_jitter; - uvec2 pad2; + float emissive_exposure_normalization; + float IBL_exposure_normalization; }; layout(set = 1, binding = 0, std140) uniform SceneDataBlock { @@ -340,6 +345,9 @@ struct VoxelGIData { float normal_bias; // 4 - 88 bool blend_ambient; // 4 - 92 uint mipmaps; // 4 - 96 + + vec3 pad; // 12 - 108 + float exposure_normalization; // 4 - 112 }; layout(set = 1, binding = 17, std140) uniform VoxelGIs { diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl index c88bd0a14b..ae5e1b7251 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl @@ -94,7 +94,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 light += cone_weights[i] * cone_light.rgb; } - light *= voxel_gi_instances.data[index].dynamic_range; + light *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; out_diff += vec4(light * blend, blend); //irradiance @@ -102,7 +102,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 if (voxel_gi_instances.data[index].blend_ambient) { irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95)); } - irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range; + irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; //irr_light=vec3(0.0); out_spec += vec4(irr_light.rgb * blend, blend); @@ -189,7 +189,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb; - diffuse_accum += vec4(diffuse * weight, weight); + diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight); if (use_specular) { vec3 specular = vec3(0.0); @@ -203,7 +203,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); } - specular_accum += specular * weight; + specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization; } } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 7299bb0576..4e6e29b315 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -909,7 +909,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, vec4 reflection; reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier; - + reflection.rgb *= reflections.data[ref_index].exposure_normalization; if (reflections.data[ref_index].exterior) { reflection.rgb = mix(specular_light, reflection.rgb, blend); } @@ -932,6 +932,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, vec4 ambient_out; ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb; + ambient_out.rgb *= reflections.data[ref_index].exposure_normalization; ambient_out.a = blend; if (reflections.data[ref_index].exterior) { ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 0960533917..5a5ada7231 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -240,7 +240,7 @@ void main() { #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec3 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; + vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0)); float binormalf = sign(signed_tangent_attrib.y); vec3 binormal = normalize(cross(normal, tangent) * binormalf); @@ -471,8 +471,10 @@ layout(location = 8) highp in float dp_clip; #define model_matrix draw_call.transform #ifdef USE_MULTIVIEW #define projection_matrix scene_data.projection_matrix_view[ViewIndex] +#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] #else #define projection_matrix scene_data.projection_matrix +#define inv_projection_matrix scene_data.inv_projection_matrix #endif #if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) @@ -887,6 +889,11 @@ void main() { vec3 diffuse_light = vec3(0.0, 0.0, 0.0); vec3 ambient_light = vec3(0.0, 0.0, 0.0); +#ifndef MODE_UNSHADED + // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. + emission *= scene_data.emissive_exposure_normalization; +#endif + #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { @@ -915,6 +922,8 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light *= sc_luminance_multiplier; + specular_light *= scene_data.IBL_exposure_normalization; specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } @@ -935,7 +944,8 @@ void main() { #else vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - + cubemap_ambient *= sc_luminance_multiplier; + cubemap_ambient *= scene_data.IBL_exposure_normalization; ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); } } @@ -993,15 +1003,16 @@ void main() { const float c4 = 0.886227; const float c5 = 0.247708; ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) * + scene_data.emissive_exposure_normalization; } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); @@ -1010,6 +1021,8 @@ void main() { uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy; uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF); + uint idx = draw_call.gi_offset >> 20; + if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; @@ -1017,22 +1030,22 @@ void main() { vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; - uint idx = draw_call.gi_offset >> 20; vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); + float exposure_normalization = lightmaps.data[idx].exposure_normalization; ambient_light += lm_light_l0 * 0.282095f; - ambient_light += lm_light_l1n1 * 0.32573 * n.y; - ambient_light += lm_light_l1_0 * 0.32573 * n.z; - ambient_light += lm_light_l1p1 * 0.32573 * n.x; + ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization; + ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization; + ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization; if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick vec3 r = reflect(normalize(-vertex), normal); - specular_light += lm_light_l1n1 * 0.32573 * r.y; - specular_light += lm_light_l1_0 * 0.32573 * r.z; - specular_light += lm_light_l1p1 * 0.32573 * r.x; + specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization; + specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization; + specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization; } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; } } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index 98ad674ce0..3a9c52f5bc 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -94,6 +94,8 @@ directional_lights; struct Lightmap { mediump mat3 normal_xform; + vec3 pad; + float exposure_normalization; }; layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { @@ -187,8 +189,8 @@ struct SceneData { mediump float reflection_multiplier; // one normally, zero when rendering reflections bool pancake_shadows; - uint pad1; - uint pad2; + float emissive_exposure_normalization; + float IBL_exposure_normalization; uint pad3; }; diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp index 7b58cc08dd..81b0661481 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp @@ -75,6 +75,7 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) { light.param[RS::LIGHT_PARAM_ENERGY] = 1.0; light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0; + light.param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY] = 1.0; light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5; light.param[RS::LIGHT_PARAM_RANGE] = 1.0; light.param[RS::LIGHT_PARAM_SIZE] = 0.0; @@ -91,8 +92,8 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) { light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0; light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0; light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0; - light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1; light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05; + light.param[RS::LIGHT_PARAM_INTENSITY] = p_type == RS::LIGHT_DIRECTIONAL ? 100000.0 : 1000.0; light_owner.initialize_rid(p_light, light); } @@ -502,6 +503,13 @@ void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); } +void LightStorage::reflection_probe_set_baked_exposure(RID p_probe, float p_exposure) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->baked_exposure = p_exposure; +} + AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); ERR_FAIL_COND_V(!reflection_probe, AABB()); @@ -569,6 +577,13 @@ int LightStorage::reflection_probe_get_resolution(RID p_probe) const { return reflection_probe->resolution; } +float LightStorage::reflection_probe_get_baked_exposure(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 1.0); + + return reflection_probe->baked_exposure; +} + float LightStorage::reflection_probe_get_intensity(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); ERR_FAIL_COND_V(!reflection_probe, 0); @@ -711,6 +726,13 @@ void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedV lm->tetrahedra = p_tetrahedra; } +void LightStorage::lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND(!lm); + + lm->baked_exposure = p_exposure; +} + PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const { Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); ERR_FAIL_COND_V(!lm, PackedVector3Array()); diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h index 3e3246e8e9..82d609291c 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h @@ -87,6 +87,7 @@ private: bool enable_shadows = false; uint32_t cull_mask = (1 << 20) - 1; float mesh_lod_threshold = 0.01; + float baked_exposure = 1.0; Dependency dependency; }; @@ -99,6 +100,7 @@ private: bool uses_spherical_harmonics = false; bool interior = false; AABB bounds = AABB(Vector3(), Vector3(1, 1, 1)); + float baked_exposure = 1.0; int32_t array_index = -1; //unassigned PackedVector3Array points; PackedColorArray point_sh; @@ -250,13 +252,6 @@ public: return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS]; } - _FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const { - const Light *light = light_owner.get_or_null(p_light); - ERR_FAIL_COND_V(!light, 0.0); - - return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE]; - } - virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override; virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override; virtual uint64_t light_get_version(RID p_light) const override; @@ -286,6 +281,8 @@ public: virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override; virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override; + void reflection_probe_set_baked_exposure(RID p_probe, float p_exposure); + virtual AABB reflection_probe_get_aabb(RID p_probe) const override; virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override; @@ -295,6 +292,7 @@ public: virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override; int reflection_probe_get_resolution(RID p_probe) const; + float reflection_probe_get_baked_exposure(RID p_probe) const; virtual bool reflection_probe_renders_shadows(RID p_probe) const override; float reflection_probe_get_intensity(RID p_probe) const; @@ -318,6 +316,7 @@ public: virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override; virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override; virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override; + virtual void lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) override; virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override; virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override; virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override; @@ -337,6 +336,11 @@ public: ERR_FAIL_COND_V(!lm, RID()); return lm->light_texture; } + _FORCE_INLINE_ float lightmap_get_baked_exposure_normalization(RID p_lightmap) const { + const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND_V(!lm, 1.0); + return lm->baked_exposure; + } _FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const { ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); |